RimWorld

RimWorld

Anthro Race
776 Comments
The God Aug 20 @ 10:37am 
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 Aug 20 @ 10:36am 
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 Aug 18 @ 10:09pm 
All the pawns that aren't human keep getting these weird ears?
TheNightglow Aug 17 @ 8:00pm 
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 Aug 17 @ 3:34pm 
@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://steamcommunity.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 Aug 16 @ 3:58pm 
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 Aug 14 @ 12:37am 
Is there a version of this mod that adds the cosmetic genes without creating new xenotypes?
Rl JSA Aug 13 @ 7:56am 
Wish there was a way to have different color layers instead of just a flat color over the whole model, otherwise great mod!
Shuttle Aug 7 @ 1:51am 
AND PUT THIS AS A GANE IT WILL MAKE IT WAYYYY BETTER
Shuttle Aug 7 @ 1:51am 
just to say i only ever saw 7 different heads in my 100 hour run
TwotoolusFLY_LSh.st Aug 6 @ 8:06am 
thank you keep update 1.6 :hardhat::highlvl:
my best mod in rimworld XD
Layeph Jul 31 @ 7:20am 
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.
not compatible with facial animations unfortunately...
GHOSTDRAGON120 Jul 29 @ 9:50am 
i am on version 1.5
GHOSTDRAGON120 Jul 29 @ 9:47am 
THE MOD https://steamcommunity.com/sharedfiles/filedetails/?id=1635901197
ALSO BRAKES YOUR MOD
YOUR RACE DOS NOT LOAD THERE BODYS THEY JUST TURN HUMAN
CAP LOCK
GHOSTDRAGON120 Jul 28 @ 3:03am 
your mod seems to fight with the mod https://steamcommunity.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 Jul 23 @ 7:14am 
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 Jul 23 @ 5:30am 
i wish these where all xeno types instead
Toyota AE86 Jul 22 @ 6:43pm 
@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 Jul 22 @ 4:22pm 
How do I undo the update or whatever it was that deleted half my colonists
BubMan Jul 21 @ 6:17pm 
peak heh:steamhappy:
Toyota AE86 Jul 21 @ 2:05pm 
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 Jul 21 @ 7:02am 
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 Jul 19 @ 7:11am 
can u consider add bear head UwU
Eavontide Jul 19 @ 4:43am 
To elaborate further, Prepare Carefully was made before Harmony patching was a standard, and so it uses very destructive methods for patching.
Eavontide Jul 19 @ 4:40am 
Don't use Prepare Carefully, use Pawn Editor.
August Jul 18 @ 6:19am 
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 Jul 18 @ 5:53am 
Ah, so that's why I opened my save to find an empty colony...
Shuttle Jul 17 @ 8:38pm 
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 Jul 16 @ 11:29pm 
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 Jul 16 @ 5:55pm 
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 Jul 15 @ 7:14pm 
Welp, there goes half my colony on my first play through. Is what it is I guess
Olivervde Jul 15 @ 8:53am 
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 Jul 15 @ 3:41am 
Thanks for the update!!!! Finally 1.6 is playable!!!! :marten_sip:
Arakk  [author] Jul 14 @ 10:38pm 
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 Jul 14 @ 6:41pm 
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 Jul 14 @ 5:43pm 
When are the new heads?
Rokuna Jul 14 @ 5:11pm 
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 Jul 14 @ 2:33pm 
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 Jul 14 @ 10:13am 
Let's GOOO
R-MK  [author] Jul 14 @ 10:08am 
Aight 1.6 update is out!
If your current 1.6 anthros got poofed then well, I'm sorry .w.)
Yinglet Jul 13 @ 9:54pm 
yepeeee
R-MK  [author] Jul 13 @ 1:34pm 
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 Jul 13 @ 8:16am 
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 Jul 13 @ 5:53am 
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 Jul 12 @ 2:23am 
thx for the update
R-MK  [author] Jul 12 @ 1:49am 
Shoosh, the update just came out and I'm too busy being busy .w.)
So far still testing running the same 1.5 mod on a 1.6 game, I don't see any problems *yet*

You all can try running the mod and see if anything broke.
I don't have the new expansion yet, so can't test there.
curt.exe Jul 11 @ 8:24pm 
1.6??
qwerty Jul 11 @ 6:46pm 
1.6
Pippin the Lil Doggie Jul 11 @ 3:10pm 
love this mod piz 1.6 piz OwO