RimWorld

RimWorld

Anthro Race
709 Comments
MAXATTACK.DRAGON Apr 25 @ 12:58pm 
Also having this issue. Curious if its been solved yet.
Lizard Apr 20 @ 7:19pm 
Having the same issue as some other people. I had a save from February and I haven't touched the game since. Everyone now is just multi-colored humans.
SerperiorSavant Apr 17 @ 8:01am 
Curious if there's any compatibility with this and the mod "Prepare Carefully" (https://steamcommunity.com/sharedfiles/filedetails/?id=735106432) I ask because when I try I don't see any of the options to use these customizations when making either a character through that mod and I don't see the options when making a xenotype in the xenotype editor and would love to know if I'm doing anything wrong or if there's a fix that I haven't seen.
thx in advance for any help that can be offered
Pippin the Lil Doggie Apr 6 @ 8:17am 
how to start of as Anthro if any one is struggling (i was defiantly not ) you have to choose the Anthro crash landed scenario under scenarios and you have all the furrys there
Pippin the Lil Doggie Apr 6 @ 6:13am 
hi how do i make my colonists wolfs when im starting a new game?
TimRtec Apr 6 @ 12:58am 
idk if its just me but.. the anthro pawns i had turned back to humans but are still labeled as Anthros.. how do i fix this?
iF Mar 17 @ 9:41am 
One of my Synth pawns keeps wearing masks, and now he has a ton of them in his storage.
Arakk  [author] Mar 15 @ 5:50pm 
@R-MK I sent you a friend request! I've been doing a ton of work with the Humanoid Alien Races framework for my upcoming dragon race mod. I'd be more than happy to overhaul the XML for the Anthro Race mod and help add functionality! I think I could even simplify a lot of the code base, and some recent HAR functionality means anthros can be mixed in with (or replace!) humanlike pawns in the default scenarios, too!
tide{S}haper industries Mar 12 @ 2:03pm 
The potential fix is not too complicated - but there's probably someone who can help with that. :)
R-MK  [author] Mar 12 @ 1:47pm 
I'm always around, I've just been drawing everything else other than mod making .w.)
But yeah again, if anyone wanted to take up the mantle for better code writing for future updates, go right ahead. You can use my assets however you like.

I really don't know anything about coding, this thing is being held by duct tapes and dreams :u
I just wanna draw funny animal people.
tide{S}haper industries Mar 12 @ 12:34pm 
For the slim chance of the author actually still being around and maintaining this mod:

> [Anthro Race] causes compatibility errors by overwriting BasePawn

This is an absolute compatibility-nightmare and I wouldn't be surprised if this mod breaks functionality for a long list of other mods. Overwriting Defs & especially Bases is an absolute modding-sin to begin with - and overwriting the BasePawn - one of the core aspects of the game - will likely cause a lot of issues. It also looks like the BasePawn version used for the 1.5-version of the mod is not actually up-to-date, which means pawns will likely end up with missing compatibiltiy for never game-versions and the DLCs.

Given the author's inactivity (and finding out that other people reported that in the past already) this is mostly meant as PSA & warning for anyone who wants to use that mod. I would HIGHLY recommend avoiding it, until this has been fixed!
FranknKitty Mar 1 @ 2:32am 
any biotech version of this?
Arakk  [author] Feb 28 @ 10:06am 
@Stachman and anyone else curious:
'Anthro' is a shortening of 'Anthropomorphic';
Anthropo- as a prefix indicates something 'of or relating to' humankind. '-morphic' is a suffix indicating 'having such a form'.
Anthropomorphic, 'Having a form of or relating to (resembling) humankind'. In other words, 'Human-ish'.
Cibo Feb 20 @ 1:09am 
i installed this and went to make a xenotype, and cant find any of the content of the mod, i wanted to make custom goat people so i can have a dreemurr style settlement but i cant find anything,
Cinna Jan 26 @ 6:30pm 
im just confused on how to make them look furry, when i give therm the anthro xeno, they are still looking human..idk if i have to add the looks myself :p
Cinna Jan 26 @ 6:20pm 
im currently having trouble on how i can make my colonists, well...furry :p
Stachman Jan 18 @ 12:41pm 
this is clearly false advertising clearly, non of these are human, more like inhuman
Stachman Jan 18 @ 12:37pm 
Ummm actually, the word anthro is a derivative of the word "anthropos" which means Human, in Greek, (for example, anthropology is the study of humanity) technically meaning this mod is called "Human Race" mod.
Aether_WrathFur Jan 14 @ 1:06pm 
Does this have gene packs to go with for each race?
dads cig Dec 30, 2024 @ 5:04pm 
did NOT know my goat played rimworld
Rat Alchemist Dec 27, 2024 @ 8:08pm 
great work I am thirding sodas request to limt / choose what anthros spawn
Spider Jerusalem Dec 11, 2024 @ 10:59pm 
Is there a way to turn people into anthros through gene implantation?
Nom4d Dec 2, 2024 @ 2:25am 
Great work on the mod! But I am seconding Soda's request to limit / choose what anthro's spawn through the mod options!
Mellow Nov 14, 2024 @ 2:52pm 
To answer Soda's first question: I believe it has to be considered alien from their own point of view. So if an Anthro butchers an Anthro, it's against their ideals, but if an Anthro butchers a Human, it should be fine.
Soda from da hood Nov 10, 2024 @ 4:14pm 
btw is there a way to limit what anthros spawn?
Soda from da hood Nov 10, 2024 @ 4:13pm 
i think i have a problem, i made a colony with an ideologion that hates aliens. (anthros are classified as antrhos) but when my pawns killed an anthro and chopped it up on the butcher table they got sad because it was a humanlike. (my idealigion makes people want alien meat) what did i do wrong?
rainbowwilliam Nov 1, 2024 @ 11:27pm 
is there a biotech version of this mod?
alek_el Nov 1, 2024 @ 1:57am 
Wow, they're so pretty! I wonder who made the- ah, well that checks out. Great work still!
Archie Oct 29, 2024 @ 8:13pm 
Does not work with the VOID faction, it makes the monsters invisible, any way you can fix this?
FoxSpartan Oct 20, 2024 @ 1:51am 
is the body textures just stuck to the vanilla body? i wanna know if there's a way to fix it or change the body texture of the race since it looks off compared to other colonists who have the body texture
Nagnalt Oct 6, 2024 @ 9:04am 
since then, found another mod to remove the bionic eye overlay.
Nagnalt Oct 5, 2024 @ 12:40pm 
I think it looks a little odd with bionic eyes. image link [files.catbox.moe]
Jozef kovac Sep 25, 2024 @ 6:26pm 
i love this mod!
Thomas Foolery Sep 11, 2024 @ 9:38am 
Can't perform surgeries other than drugs or organ harvesting (IE no iron lungs or peg legs)
Snap Dragon Sep 6, 2024 @ 8:19am 
I had a very funny bug where I changed a pawn with an anthro head into another modded xenotype, and it bluescreened my entire computer! Learn from my hubris, and if you want to start messing around with xenotypes, maybe change them back to having a human type first!
I will not stop messing around with Xenos though because I love this mod so much, and adore all the different varieties! I cannot thank you enough for spicing up my game with new furry faces!
LatteChocolatte Sep 4, 2024 @ 10:17am 
Will you add a Cinderace head for this race? We have Scorbunny but not the other two :c
Mellow Sep 3, 2024 @ 8:59am 
Yes, actually. If you open up the character editor and click "human" underneath their name, you should get a pop up for "Core" and "Anthro" iirc. Just scroll down to the bottom and select "Colonist" and they'll become an anthro with the exact same stats and traits.
roach farmer Sep 2, 2024 @ 11:06pm 
Is there a way to use character editor with this mod?
Ano Aug 31, 2024 @ 3:05pm 
insect heads when ?_?
Dubby Aug 31, 2024 @ 3:16am 
Very good mod, thanks!
yeen Aug 18, 2024 @ 1:34pm 
NVM i solved it! all mods that mess with the medical system need to be loaded after the anthro mod
yeen Aug 18, 2024 @ 1:16pm 
anyone else having an issue where anthros have very few available operations compared to non-anthros? like i dont get an option to replace my anthro colonists leg, but i can replace every single toe of my human colonist
lak the joyful Aug 14, 2024 @ 8:31pm 
"oh wow these are really cute and well done! i wonder who-- WAIT ITS THAT GUY?!?!?!"
Oskar Potocki Aug 12, 2024 @ 8:45am 
We are currently marking this mod as incompatible with Vanilla Factions Expanded - Mechanoids due to it causing rendering issues. Let me know when this is fixed and we will remove the incompatibility tag.
Meyar Aug 11, 2024 @ 1:33pm 
We meet again CMDR Youth. I'm suffering the same bug. Thank you for your service in tracking it down. I run 1400+ mods and I had all but given up as it takes 15+ minutes per launch to load the game.
CMDR Youth Aug 10, 2024 @ 6:54pm 
Mod is causing Render Errors when loaded above any other mods that add PawnKinds or BaseKinds. I've talked to the people at HAR and Vanilla Expanded in my long Quest to figure out these render errors, and it all culminates here.

I've tested with Anthro Races at the top with HAR in a 300+ Modlist, and it causes render errors.
Below all the other pawn-adding Mods, it causes no render errors. There is something in the mod that -if it loaded first- is hijacking base code before any other mods can use it.
Aegis J Hyena Jul 9, 2024 @ 8:47am 
arukado Jul 7, 2024 @ 4:23pm 
I'm not getting most types of raids from these guys, due to a System.NullReferenceException during pawn/pawn group generation. I assume this is what erdelf was talking about re: overriding BasePawn. The only 2 types of raids that have successfully generated for me so far are "siege" and "scattered drop pod".
Legoworf Jul 7, 2024 @ 2:03pm 
PLS LIONS
Melon Husk Jul 3, 2024 @ 7:21pm 
Anyone know if this has a patch for body mods?