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FAQ
A: No, and I have no plans to make a lite version.
The NPC factions, backstories and race mechanics provide the necessary cultural context for the intended gameplay experience.
A: Yes!
- Most base game and DLC apparel can be worn, and many have custom texture replacements for the Mousekin body type
- For lore reasons, Mousekins are prohibited from wearing Imperial variants of powered armor from the Shattered Empire faction (Royalty DLC)
- Third-party mod apparel are also automatically supported
- Any apparel that does not have textures specifically for the Mousekin body type will default to using the human female body texture as a fallback
A: Yes! Although Mousekins have smaller paws than human hands, they should be able to operate all human weapons.
A: To maximize availability to all players, I do not make make mods that are entirely locked behind paid DLCs, and so I will not be porting the race mod as an exclusively Biotech xenotype.
The HAR framework also offers far more features that the Biotech DLC xenotype/gene system, and more importantly, treats race mods as true alien races with non-human anatomy rather than simply variations/offshoots of baseline humans. Any unsubstantiated rumors regarding the framework's performance or stability should be disregarded.
This race mod does, however, implement basic xenotype support to ensure that the mice are different from baseliner humans and prevents them from cross-breeding with other xenotypes to form hybrids, as well as limited gene inheritance (head hair color).
A: I have no plans to do so, as non-white fur colors and patterns will visually conflict with the colored head hair of the mice, as well as narratively contradict the race description, name generators, lore etc.
Q: Why can't I remove the Mousekin Kingdom and Independent Mousekin factions at the Create World screen?
A: If you are running the official Mousekin Settlers or Mousekin Refugee scenarios included in the mod, both of these NPC factions are required for the Faction Allegiance system. From a lore perspective, your Mousekin colonists originated from the the Mousekin Kingdom, and may still have relatives and other ties back there.
For all other scenarios, you can optionally remove any Mousekin NPC faction to suit your desired scenario.
A: If you are running the official Mousekin Settlers or Mousekin Refugee scenarios included in the mod, your colonists' default starting ideology is preset to Word of Valerian, because from a lore perspective, your Mousekin colonists originated from the the Mousekin Kingdom. You can later adopt new Mousekin ideologies, depending on which host faction you choose through the Faction Allegiance system.
For all other scenarios, you can customize your starting ideology as usual.
A: As of the v1.4 update (22 Nov 2025), all Mousekin scenarios can now build all base game pre-industrial workbenches and production buildings without any restrictions.
A: This is by design - the brigands are roving bandits who don't have faction bases, and so technically cannot be defeated. Instead, they'll continue to periodically harass settlements.
A: Again, this is by design - by definition, nomads don't have fixed camps or bases.
A: Some research projects are currently empty, and are placeholders for future content.
A: In real life, mice prefer nuts, fruits and cereals over cheese, according to a 2006 study at Manchester Metropolitan University.
A: Unless you're from a cultural background where all rodents are collectively referred to using one name (쥐, ねずみ or 鼠), Rats (Rattus) and Mice (Mus) are different species in the Anglosphere, with Rats being generally larger than Mice.
A: Mousekins are anthropomorphic furry white mice, who naturally evolved into sentience over thousands of years on various RimWorlds, and are limited to a late-medieval to pre-industrial level of technology. They are primarily inspired by third-party works such as Brian Jacques' Redwall novels, David Petersen's Mouse Guard comics, Jill Barklem's Brambly Hedge children's picture books, and Epoch's Sylvanian Families toys.
[Popular Asian Ratgirl Race] are a genetically-modified human subspecies often described as demi-humans, 'kemonomimi' (獣耳, “beast ears”) or 'dongmulgwi' (동물귀, “animal ears”). They are mainly inspired by Nazrin from the Touhou Project series of bullet hell games, and their technology level and theme varies wildly between medieval, fantasy, and sci-fi, as well as K-pop, J-pop and C-pop idol culture.
A: Yes, they're planned for a future update - the Grimalkins will be a non-playable race and faction of North Korean black cats, with Cold War-era industrial technology, and will mainly serve as an antagonist faction to the mice.
A: Yes, but only as optional expansions - the core Mousekin mod will continue to focus on the late-medieval to pre-industrial theme.