边缘世界 RimWorld

边缘世界 RimWorld

The GiantRace 1.5
97 条留言
Echo the Nomad 10 月 13 日 下午 4:28 
Would it be possible to make the apparel dye able, or take on the color of the material used. Im not sure how to properly word it. If not would it be alright if I made a mod for that.
RedMattis 10 月 4 日 上午 6:26 
@ahsh
Most likely because B&S Furniture patches vanilla beds to have a max size of 1.99, and I’m guessing you inherit from one of those it patches.

You can either set it higher in the xml.

….or if you feel like it have them optionally inherit from a base B&S Furniture bed when that mod is loaded. That way you can also make them be proper 2x6, 3x6 beds instead of clipping walls.

Feel free to @ me in the RW discord or my own if you want some assistance with either. :)
ahsh  [作者] 9 月 6 日 下午 10:39 
@Realm Imp
This is probably because the textures of the giant male and female pawns are depicted relatively realistically, unlike the typical RimWorld pawns. I didn't set this myself; it was automatically applied at some point.
ahsh  [作者] 9 月 6 日 下午 10:37 
@V252
Sorry for the late reply.
While the potential for compatibility with other mods is appealing, my current personal circumstances make it difficult to do anything more than maintain the mod.
girk 9 月 4 日 下午 11:50 
why this have the sexual warning?
darkzero 8 月 25 日 下午 1:59 
Wow I had given up all hope of this ever being updated. Thank you!
V252 8 月 19 日 下午 12:11 
have you thought about creating compatibility with:

-''Vanilla Weapons Expanded - Heavy Weapons''
-''Big and Small - Weapons''
-''Vanilla Factions Expanded - Pirates'' (for warcasket Weapons)
-and maybe ''Big and Small Furniture'' (for the beds compatibility issue).

P.S.: These are just some suggestions that I think would go well with this incredible mod.
喜来登 7 月 31 日 上午 3:18 
Thank you!
Demonic 7 月 30 日 上午 1:35 
thank you so much for not just maintaining this mod but also building onto it to fit new content
ahsh  [作者] 7 月 23 日 下午 6:04 
@Soft Head
It’s been about… six months since I first received a report about giants being unable to use beds when combined with the Big and Small mod.
Until now, I honestly had no clear idea where the issue originated and didn’t feel confident enough to start fixing it, so it was more or less left unattended.
But if it’s being reported as a common issue like this, then yes—you’re absolutely right. It makes sense to include a note about this in the description of the mod.
I’ll update the description shortly with a compatibility note.
ahsh  [作者] 7 月 23 日 下午 5:49 
@Orkboi
A romance between a giant man and a pig girl?
Aside from the minor detail of being about 3.5 times different in size, they actually sound loke a perfect match at least when it comes to diet and specialties.:lunar2019coolpig:
Zentradi 7 月 22 日 下午 9:25 
yeah but i hread it was just the big and small beds i tryed with and without beds and i had issues to i think its framework it self so you might put a note that big and small might cause issues
Orkboi 7 月 22 日 上午 9:45 
I just came to ask this because a giant became lovers with a pig girl. Thank you!
Chromium 7 月 19 日 上午 12:19 
Thank you
ahsh  [作者] 7 月 19 日 上午 12:17 
@Chromium
If you’d like to allow giant colonists and human colonists to share the same bed right away, you can make a quick manual edit and the change will take effect immediately.
Go to your RimWorld installation directory under:
Steam\steamapps\workshop\content\294100\3395007508\1.6\Defs\giantDefs\GiantLikes\GeneralRace.xml

Then, open the file and remove everything from <validBeds> to </validBeds>.
This will immediately remove the bed restriction for giants.

Please note that this change may be overwritten if the mod receives an update, so you might need to reapply it afterward.
ahsh  [作者] 7 月 19 日 上午 12:09 
@Chromium
…However, I just tested it after completely removing that restriction, and—maybe something has changed since the older versions—but everything seems to work fine now. Both cases worked without any issues: a human using a giant bed and a giant using a regular bed.
Honestly, I’d love to push this as an update right away, but I’m a little hesitant since I’m not sure if it would behave the same way in all environments.
ahsh  [作者] 7 月 19 日 上午 12:08 
@Chromium
I completely agree with your point. It used to be an issue that giants and other races couldn’t share a bed—even in situations where a giant colonist and a human colonist became lovers.
Currently, beds for giants are restricted so that only giants can use them. From what I remember in earlier versions, removing that restriction caused rendering errors when giants used regular beds or when humans used giant beds.

Up through version 1.5, I spent a lot of time wondering if there was a way to allow other races to use giant beds, but I never managed to find a solution.
ahsh  [作者] 7 月 18 日 下午 10:20 
@Soft Head
Regarding the bed issue—are you by any chance using the Big and Small mod?
I don’t use that mod myself, but I’ve heard reports that combining it with the giant race can cause problems with bed usage. I can only speculate, but it is likely that this mod adjusts the gene for body size and includes coding to prevent errors caused by excessively large pawns using standard beds, or it may enforce bed restrictions based on body size.
So most likely, this is a compatibility issue.
ahsh  [作者] 7 月 18 日 下午 10:20 
@Soft Head
Sorry for the late reply.
Making giants use a custom xenotype... that’s an interesting idea, but I’m not sure how well it would work. The giant race is hardcoded to use only the GianthcXenotype, set at 100%.

If, when a player customizes xenotypes, other xenotypes like Hussar or Neanderthal also appear with those custom elements during that game session, then I would expect something similar to apply to giants as well.
However, if that doesn’t happen, then I assume the giant race wouldn’t be affected by custom xenotypes either.

Adding a new subtype of giants with different settings and a unique xenotype should be possible, and the same goes for creating a spacer-level giant faction.
I also recall seeing some older plans for a high-difficulty giant faction at some point.
That said, I won’t be able to work on this right away, as things have been pretty busy for me lately.
Chromium 7 月 18 日 上午 6:38 
Heló, is it possible to let normal humans to sleep in those big beds? It just feels wierd that those small humans can't sleep in those biggus beds :buzzed:
Zentradi 7 月 13 日 上午 9:57 
also it may be me but non my giants will use any beds
Zentradi 7 月 13 日 上午 7:44 
use that custom xenotype instead of their default giant xenotype? this i think be funny to make tech giants and such or even spacer
ahsh  [作者] 7 月 13 日 上午 4:36 
The vacuum suit for giants has been updated.
ahsh  [作者] 7 月 12 日 上午 10:21 
@Orkboi
Oh... thank you so much for pointing that out.
You're absolutely right. there was an issue with the TemperatureMin setting. It was an error caused by a mistake on my part during implementation. I actually meant to fix it before pushing the update, but it completely slipped my mind. I’ll go ahead and correct it right away.
Orkboi 7 月 12 日 上午 9:00 
Maybe it's my modlist but Mammoths seems to have the same minimum temperature comfort as their maximum temperature comfort 104F. so they start getting hypothermia at normal room temperatures.
Orkboi 7 月 12 日 上午 7:04 
If you ever open donations I will send you a nice tip ;)
Thank you for your hard work.
Chromium 7 月 12 日 上午 1:55 
Excellent work
ahsh  [作者] 7 月 12 日 上午 1:51 
The mod has been updated for version 1.6 and Odyssey compatibility.
However, currently, the only vacuum-compatible gear available for giants is power armor.
So if you're planning to bring a giant into orbit without that equipment, please make sure to manage the vacuum protection, temperature, and allowed area settings inside the ship carefully.
A proper EVA suit for giants is planned and will be added soon.
WAAAAGH!!! 7 月 11 日 下午 10:04 
I’m waiting for the raids of the giant horde and for them to join me by chance. It’s such a unique and flavorful mod.
Orkboi 7 月 11 日 下午 7:55 
Uooohh I need it!
ahsh  [作者] 7 月 11 日 上午 2:22 
@Soft Head
Hmm... I'm not quite sure what you mean by your question.
Are you asking if it's possible to customize a xenotype before starting the game, and then have the giant pawns that appear during gameplay use that custom xenotype instead of their default giant xenotype?
Zentradi 7 月 9 日 上午 11:48 
any way too allow custom xenotypes for giants?
StegosaurusTTV 7 月 3 日 上午 3:06 
Big and Small furniture makes giant beds unusable, don't use them together, just tested them out
Orkboi 7 月 2 日 上午 7:42 
My comment was not meant as a joke. $$$:beeped:
ahsh  [作者] 6 月 29 日 上午 4:37 
@LifeIsAbxtch Thank you. Waiting for July 11th :steamthumbsup:
LifeIsAbxtch 6 月 28 日 下午 1:13 
so are you updating this mod bro? I love this mod, god bless you!
ahsh  [作者] 6 月 28 日 上午 5:15 
@Spencer
I just checked, and it seems that Show Me Your Hands is working correctly—giant pawns’ hands are displaying properly.
While the positioning of the giants’ hands and their weapons may appear misaligned, this is due to how the weapon textures in the giant mod are individually configured with different position and rotation values compared to RimWorld’s standard melee and ranged weapon textures.

You can manually adjust settings like hand horizontal, vertical, and rotation in the Show Me Your Hands mod options for each problematic weapon. With some tweaking, the result looks fairly decent.
ahsh  [作者] 6 月 28 日 上午 4:44 
@Spencer Hmm... I haven’t personally used any mods that add hand graphics to colonists, so I’m not entirely sure what issue you're encountering.
From the description of the Show Me Your Hands mod, it seems like the mod handles hand graphics dynamically, and some aspects may be adjustable through its settings.

If Show Me Your Hands is working correctly, then Nice Hands Retexture should also apply without problems.
Regardless of how well they match stylistically, it seems likely that the retexture mod wouldn’t require its own separate hand texture to function.

I'm curious about what might be causing the issue—I'll take a look into it when I get the chance.
StegosaurusTTV 6 月 27 日 上午 9:06 
This is awesome. Appreciate you updating this! I have one request, any way this could be compatible with Show me Your hands and nice hands? Or would they need their own hand texture for that?
ahsh  [作者] 6 月 24 日 下午 11:06 
I'm maintaining and updating this mod simply because I enjoy it- I'm not aiming for any monetary gain.
Haha, of course I understand your comment was meant as a joke. $$$

As for 1.6 compatibility testing, it's already been completed recently. However, since version 1.6 is still in the unstable branch and HAR hasn't been updated to support it yet, I'm planning to release the update after 1.6 is officially out.
Orkboi 6 月 23 日 上午 9:54 
How much do I have to pay you to update this for 1.6? $$$
Chromium 6 月 14 日 上午 2:13 
Indeed , that will be the answer. If they have 4.5x health compared to a human they must have a very high raid point value too. And now I recall I m using this mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2314304057 this mod decreases the wealth value a bit because I play with neolithic tech only medieval rimworld and there are no guns there.
Maybe I just need to play more and get more wealth and then the giants will show up.
And that is a good idea, when you are weak and have not a lot of wealth , the giants send their cannonfodder human slaves and only when you are very rich they come personally :D
ahsh  [作者] 6 月 13 日 下午 6:03 
As far as I recall... this was already the case back in the original 1.3 version.
At the time, I remember thinking, "The giants must be sending their human slaves to raid us," and it made sense to me that way—though I no longer remember where I got that idea from.

Regarding giant settlements… I’m not entirely certain, since I’ve never looked into that aspect closely.
However, I do remember reading about three years ago that NPC faction bases are dynamically generated when a player attempts to enter them—based on the current wealth, number, and possibly even the armament of the player’s colonists.
If this still holds true, then I suspect the composition of giant settlements may be subject to the same kind of difficulty scaling as raids.

As far as I know, the only way to obtain giants is by capturing them during a raid from the giant faction targeting the player’s colony.
ahsh  [作者] 6 月 13 日 下午 6:03 
@Chromium
Giants can appear during raids from the hostile giant faction, just like raids from hostile tribal factions.
This faction is configured with its own unique settings for giants, but it also inherits baseline settings from regular hostile human tribal factions.

Even the weakest unit in the giant faction—a giant slave—has raid point costs comparable to a powerful human pirate boss unit.
Because of this, unless the overall raid difficulty reaches a certain threshold, raids from the giant faction will often result in either a very small number of giants or just regular human tribals appearing as enemies.
Chromium 6 月 12 日 上午 11:17 
@ahsh hey man I m back :buzzed: , I m playing a new game started a few days ago but I haven't saw any giant yet, I attacked one of their settlement to check it out but only normal humans defend it , no giants. How can I get one?
Chromium 6 月 8 日 上午 3:57 
After starting the save with the mod it asked me automatically if I want to add the faction and settlements to the game. No errors. I feel my first encounter with the giants gonna be like David vs Goliath because all the settlements are hostile:steamthumbsup: Thanks again for maintaining this and god bless you
Chromium 6 月 8 日 上午 12:17 
I have a mod with which you can add settlements mid game to the planet so perhaps that will resolve that.
It should not have any conflicts because I selected and sorted the mods very carefuly this time.
I was curious because when I first saw this mod it was for 1.3 and the game version was 1.4 so I did not reverted my game for it. But now that it is updated to 1.5 and I found it again I will give it a try because I really like the concept. A medieval rimworld where there are no industrial tech or items,those giants will be a great addition.
I learnt it on my own skin that if you remove any race mod mid game ,you game will not load in and your save is ruined.
Many thanks for reviving this specific mod:darkangel:
ahsh  [作者] 6 月 7 日 下午 8:41 
@Chromium
Since this mod only adds a new race and one animal, simply enabling it shouldn't break your save.
However, if any of the mods currently active in your save are incompatible with this one, there is a high chance that conflicts may occur.

Also, adding this mod does not automatically introduce the race's faction into the game. To fully enjoy the content, it's recommended to either use a complementary mod like Vanilla Expanded Framework or start a new game where the faction can be properly generated.
Chromium 6 月 7 日 上午 6:18 
Can you add this to an ongoing save without breaking it?
ozeola1 5 月 21 日 下午 6:40 
i make it work ny chnging settings of gene tools mod