// Management · RimWorld Mod

No Longer Human-Core

This has had a long time coming.

This has had a long time coming. It was time to release a core module for all of my mods full of general stuff that can be shared between all of them like, I don't know, skin colors or hair colors (or perhaps specific non-cosmetic genes in the future) when Warhives released.

It's 2027 in a few months. And I promise you, I've been paying the price of my executive dysfunction with every weird idiosyncrasy and slight clash between my own mods in what's supposed to be a modular series-not to mention the hours I spent imbuing my races with the same shades of green that have to have their own genes with each mod I release because there's no central, cohesive library to source them from because my brain hates doing boring systems and UI stuff.

I'm sorry. I promise you, I feel the rough edges in my own work to a far more extreme extent than any outside observer ever will. And now, with the amount of projects I'm planning for the second half of 2026, it's finally time to do something about all the jankiness that's piled up over 2 years.

I've finally had enough of tripping over my own code, so it was finally time to make that one core library I've been concepting as "something I'll do one day" since Warhives.

Rest assured that the infamous NLH "hair bug" where one insidious line of code made hair gene graphics not display across my entire portfolio has now had its shadow scorched into the dirt. The reason it's been allowed to subsist for so long was exactly the fact that there was no centralized base for these mods-all the "fluff" cosmetic genes like hair colors were scattered throughout the portfolio. The hair bug was baked into the foundation of these mods, and it would take me more time to sanctify the old, shattered foundations of NLH than it would to just build a new one in which all of these mods depend on. So that's exactly what I did. Something like the hair bug will never happen again due to the internal concentration brought about by this new system.

But the thing with a new foundation is that old ruins tend to be buried beneath it. From now on, all pre-Warhives race mods are officially defunct. The skin and hair colors from those mods have been ported into Core, so if you try to use them, it will cause issues.

The two major factions (Warhives, Consortium) and NLH-Vodyans will receive an NLH-Core integration patch right after the release of Core, and will be updated or re-released with Core marked as a dependency. These mods are still "extant."

3 of the pre-Warhives mods (Kaekrix, Challanid, and Lobsryk) will either be redesigned or spiritually re-created to fit better with NLH's new direction and generally receive graphical improvements that don't clash with RimWorld. When those "updates" come to them, they will of course be integrated with Core, as will all mods going forward. Of course, since the graphical updates to them will be somewhat drastic, they'll release as new mods with new thumbnails on the Workshop.

Grendels will sadly be entirely cut. They simply don't fit well into the game. NLH veers into high-fantasy, especially with armor design, but Grendels was naturally far too extreme in that aspect as one would expect from a first mod.

I'll try to make sure that the remaking of NLH's legacy will come in a much shorter time frame than it took me to release this library. Apologies for my amateur work over the years, and thank you for your understanding.

-Glak