RimWorld

RimWorld

Anthro Race
780 kommentarer
Aura 14. sep. kl. 20:15 
Please update to Biotech! <3
Fion 13. sep. kl. 23:05 
This mod needs an overhaul of making it into xenotypes and not just a head replacer. As genes are not present and it destroys the pawn essentially.
UserLX427 9. sep. kl. 20:26 
Could we PLEASE get some real hair? Or just the option to use vanilla hairstyles too? The mods all fine and good until you wanna make an actual fursona with hair, not like a little tuft or whatever.
TakeoWolfe 30. aug. kl. 16:23 
they don't seem to have fingers? they can't equip rings from medieval overhaul for some reason does anyone know if this is just a me problem or if this is an actual issue? anyway cool mod.
The God 20. aug. kl. 10:37 
I do see that there is a mod that adds genes for furry races but my problem is with the lack of a genetype. Because of this you can't really modify their genes with dev tool
The God 20. aug. kl. 10:36 
All anthro pawns seem to just simply not have a gene type, as in nothing, not even the standard baseliner one. Is this a bug? Cause it's been a problem from the moment I started playing with this mod
AstralStardust 18. aug. kl. 22:09 
All the pawns that aren't human keep getting these weird ears?
TheNightglow 17. aug. kl. 20:00 
have not played in a while and came back to none of my saves working and narrowed the problem down to this mod
i m currently still on v1.3, does anyone know if there is still a version of this mod that is compatible with 1.3?
Glitchkatten 17. aug. kl. 15:34 
@Luconis Not sure if you've seen this one, but it it does make the genes cosmetic, but adds xenotypes at the same time https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2938388220

There's also a discussion on the page that gives an idea for making a new baseliner xenotype that's just the anthros, too
garfieldgroup 16. aug. kl. 15:58 
i think this mod is making it where i cant generate my world? Ive been able to generate worlds when this mod isnt on qvq
Luconis 14. aug. kl. 0:37 
Is there a version of this mod that adds the cosmetic genes without creating new xenotypes?
Rl JSA 13. aug. kl. 7:56 
Wish there was a way to have different color layers instead of just a flat color over the whole model, otherwise great mod!
Shuttle 7. aug. kl. 1:51 
AND PUT THIS AS A GANE IT WILL MAKE IT WAYYYY BETTER
Shuttle 7. aug. kl. 1:51 
just to say i only ever saw 7 different heads in my 100 hour run
TwotoolusFLY_LSh.st 6. aug. kl. 8:06 
thank you keep update 1.6 :hardhat::highlvl:
my best mod in rimworld XD
Layeph 31. juli kl. 7:20 
R-MK / Arakk

I am practicing / trying to make a rimworld conversion mod to change all xenotypes into anthros and would like to know if it's okay to use the artwork here (both for learning and/or publishing if it ever gets done). I'd of course cite you as sources and link it to here.
ActualREALAsprinNuggetNotTheFake 29. juli kl. 17:15 
not compatible with facial animations unfortunately...
GHOSTDRAGON120 29. juli kl. 9:50 
i am on version 1.5
GHOSTDRAGON120 29. juli kl. 9:47 
THE MOD https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1635901197
ALSO BRAKES YOUR MOD
YOUR RACE DOS NOT LOAD THERE BODYS THEY JUST TURN HUMAN
CAP LOCK
GHOSTDRAGON120 28. juli kl. 3:03 
your mod seems to fight with the mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2825198048

it makes the game all lagy

anychance you can get them to play nice
i did roll back to version 1.5 if that matters
Acid 23. juli kl. 7:14 
wish there was a version of this that added the heads and whatnot as genes; there's another mod that adds reptilian heads & genes that I was using for some custom xenotypes (kobolds and several types of dragonborn), but that one's outdated, and this seemed like it'd be the perfect fix if not for being an HAR one lol
MapleMods 23. juli kl. 5:30 
i wish these where all xeno types instead
Toyota AE86 22. juli kl. 18:43 
@tap29812 What I did was go to C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2455173560 (This is where the mod is located, depending on where your drive is)

Right click on the 2455173560 folder, properties, then the previous versions tab. Pray that there's a previous version available that you can restore to. If you do, restore it then make a local copy of the mod so you don't have to do this again.

Move the local copy of the now fixed mod into C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods which is where manually installed mods go
tap29812 22. juli kl. 16:22 
How do I undo the update or whatever it was that deleted half my colonists
BubMan 21. juli kl. 18:17 
peak heh:steamhappy:
Toyota AE86 21. juli kl. 14:05 
This is the part that confuses me too. If you want to release a save-breaking update, why not make the older patch available for people who want to continue without breaking their saves? As it stands there's no older version of this mod available, so I had to use Windows' file history function to revert the changes myself.
Arkan 21. juli kl. 7:02 
Not nice. I read many user's have the same issue like I have - I write about vanish pawn from old save - if you want make so drastic change, maybe better make mod patch in other Steam workshop position or "unstable version mod" in Steam workshop, not destroy someone game.

For now I uninstal this mod to avoid future use and lose my game - I somehow angry about that, because I make realy stabile colony and I must just throw this to bin - well, I lower rate for this mod and probably don't come back.
Mingutu 19. juli kl. 7:11 
can u consider add bear head UwU
Eave 19. juli kl. 4:43 
To elaborate further, Prepare Carefully was made before Harmony patching was a standard, and so it uses very destructive methods for patching.
Eave 19. juli kl. 4:40 
Don't use Prepare Carefully, use Pawn Editor.
August 18. juli kl. 6:19 
Wait, I noticed that in my game, only the Anthro colonists that had been edited with Prepare Carefully disappeared. This mod also seems to prevent Prepare Carefully from initializing. Not sure if it's an issue with this mod or that mod. Can anyone confirm my suspicions?
August 18. juli kl. 5:53 
Ah, so that's why I opened my save to find an empty colony...
Shuttle 17. juli kl. 20:38 
PLZZZZZZZZZ MAKE IT AN GENE/XENOTYPE AND ALL SOOO MAKE IT WHERE THE FURR BODY'S ARE FOREST TO HAVE A HEAD OR JUST ADD FURRED EARS PLESSSS
Toyota AE86 16. juli kl. 23:29 
Is there at least a way to revert back to before the patch that nuked everyone's saves like a GitHub repo? This was seriously not a cool move. If there isn't even a way to revert, then I will not be using this mod in the foreseeable future as this felt like a betrayal.
VulpineVandal 16. juli kl. 17:55 
Out of curiosity, I wonder about slicing this mod up and creating a xenotype or two with the assets. Vanilla xenotypes can have tails and custom heads and such so that made me wonder how that would work and if anyone dared to attempt it.
Farraway 15. juli kl. 19:14 
Welp, there goes half my colony on my first play through. Is what it is I guess
Olivervde 15. juli kl. 8:53 
My pawns got deleted recently.
I was pretty bummed out about it. :steamsad:
But I think whoever is to use this updated mod is more happy than i am sad to lose my pawns.
The total happiness in the world increased. :steamhappy: :steamthis:
So, whatever.
RyutoLBX 15. juli kl. 3:41 
Thanks for the update!!!! Finally 1.6 is playable!!!! :marten_sip:
Arakk  [ophavsmand] 14. juli kl. 22:38 
Please don't be mad at R-MK about any nuked saves, that's 100% my fault and I'm truly sorry if anyone ended up losing a cherished irreplaceable colonist! I do think the benefits for future new colonies and mod updates should probably outweigh the bandaid being ripped off here, as mentioned above.

There *was* a preemptive fix that seemed to work back in 1.5 to stop pawns from outright poofing, and it just didn't work when we tested the update for 1.6. We tried. But from the errors R-MK was getting (and I couldn't reproduce), the game was stubbornly insisting on finding old file locations despite the updated defs pointing at new ones.
mata 14. juli kl. 18:41 
thank you for the update! in my 1.5 save my anthro's heads got all swapped around but i fixed it with character editor
curt.exe 14. juli kl. 17:43 
When are the new heads?
Rokuna 14. juli kl. 17:11 
Hey, this might be dumb, but I'm still running on 1.5 and I noticed all the characters I had stopped showing up today? like just disappeared. Is there a way to get them back, or is that safe file
scrapped?
Rabbitsocks 14. juli kl. 14:33 
hmm idk im pretty comfortable with my local edit....but i guess one could back up all the pawns with character editor before changing over.
Myst Opossum 14. juli kl. 10:13 
Let's GOOO
R-MK  [ophavsmand] 14. juli kl. 10:08 
Aight 1.6 update is out!
If your current 1.6 anthros got poofed then well, I'm sorry .w.)
Yinglet 13. juli kl. 21:54 
yepeeee
R-MK  [ophavsmand] 13. juli kl. 13:34 
Aight news!
Thanks to Arakk, they've restructured and redone a lotta spaghetti coding and it's fit for 1.6!
You can even import 1.5 save file anthros over to a 1.6 save file just fine.

Tho now bug testing and we found out that if you already had the mod(1.5version) running on a 1.6 save file, then update the mod(1.6version), your pawns will cease to exist, no idea why specifically that but yeah fair warning, no idea how to fix that.

I'll push out the update in 24-or less hours.
Or if a fix managed to be discovered in the meantime.
Rabbitsocks 13. juli kl. 8:16 
i just edited the files and added a folder called 1.6 dumped the files from 1.5 into it went to defs>pawnkinds> Anthro_Pawnkind.xml and deleted
<backstoryCategories>
<li>Offworld</li>
<li>Tribal</li>
<li>Outlander</li>
</backstoryCategories>

no more errors.
captain 13. juli kl. 5:53 
I did try running the mod on 1.6 and it appears the game cannot read the mod files. Just completely borks if you try running it.
Pippin the Lil Doggie 12. juli kl. 2:23 
thx for the update