RimWorld

RimWorld

AnthroGenes
52 Comments
ArticBlazer Feb 12 @ 3:17am 
when i have an pawn with one of the genes, their head is layered under their torso
StockSounds Feb 1 @ 6:09pm 
The insect head will sometimes use a not-so-insecty head, seems wrong.
rainbowwilliam Dec 12, 2024 @ 7:08pm 
What happened to the yoshi head it was here last time i used this?
Atticus Dec 8, 2024 @ 11:18am 
With Wolf's advice, I quickly whipped up this: https://steamcommunity.com/sharedfiles/filedetails/?id=3380928639&searchtext=anthrogenes . Does it work? I dunno, maybe.
ItsKairoKay Oct 20, 2024 @ 1:15pm 
extremely late response but regarding the vre androids it seems like it just only converts genes in certain categories to "android" genes, since most heads use their own anthro category but otters and ferrets do not they are fine. AFU is also affected. i'm willing to guess you could just type in the gene category under AndroidConvertableGenesDef under that mod's files
Triangular  [author] Aug 7, 2024 @ 7:42am 
Feel free to
??? Aug 6, 2024 @ 10:03pm 
Hey, I don't want to be a nuisance, but compatibility with VRE androids has died in the water in the 1.5 update. Is there a way to fix this or I could try writing a patch?
Triangular  [author] Jun 20, 2024 @ 8:19am 
There is a raccoon under musteloid.
ShiningKatana Jun 20, 2024 @ 8:17am 
if you want a racoon, you have to ask the OG mod
ƬƦƖƝƊЄƇ Jun 19, 2024 @ 2:40am 
Make a raccoon please
Richex May 3, 2024 @ 8:12am 
I was looking for this, i like so much R-MK art, but i dont want to use Humanoid Alien Races anymore, so thx a lot :)
DungeonsOfMinitos Apr 28, 2024 @ 10:57am 
Time to get down with the furries
Moonshine Fox Apr 25, 2024 @ 1:41am 
@--------, the reason Anthrosonae adds the various xeno-types is because it's more then just a head gene, there's also various tail, voice, and other genes that go into each one. Try to put them into a single xenotype and everything mis-matches from it's other parts and you just have a bunch of frankensteins rather then coherent xenotypes.
Triangular  [author] Apr 22, 2024 @ 3:57am 
Update:
-Added Bat, Horse, Amphibian and Skull head types as genes.
-Removed individual premade xenotypes and unified them under an Anthro xenotype
-Sorted Genes to appear under the Anthro dropdown.
-Attempted to add a separate furskin gene that doent conflict with the heads (wip)
tetheredAmbler Apr 21, 2024 @ 10:03pm 
If anyone happens to have the Furskin incompat issue and wants to use it, I'd like to recommend https://steamcommunity.com/sharedfiles/filedetails/?id=3229299031
Triangular  [author] Apr 20, 2024 @ 12:57am 
Ive got both the request to remove the premade ones and to do premade ones for each type.
Also will take a look at the skull/bat heads later this week.
I think i ultimately will remove them besides Otter and Ferret since addtional xenotypes from various mods already clutter my UI too.
??? Apr 19, 2024 @ 1:28am 
Are we gonna get the skull heads from the main mod?
--------- Apr 18, 2024 @ 7:25pm 
@Triangular To preface I'm not a modder but for the furskin and skin color issues maybe look at how the Biotech Expansion - Mammalia mod does it? IDK if that would help.

Also does this mod add prebuilt xenotypes, because if its just cosmetic and the xenotypes are the same as baseliners its probably best to leave out prebuilt xenotypes and just have them as cosmetic genes. Anthrosonae adds in un-needed xeno-types too and it feels like clutter kinds. I know I could use cherry picker probably but still... ¯\_(ツ)_/¯
Triangular  [author] Apr 14, 2024 @ 5:44am 
Updated to 1.5:
-Fixed rendering for 1.5
-Renamed Vulpine to Feline heads
Moonshine Fox Apr 12, 2024 @ 2:33am 
So if anyone is curious, this mod still mostly works. Heads all seem to be displaying without errors (so far), but most of the tails are invisible.
Moonshine Fox Apr 11, 2024 @ 3:11pm 
Anyone tried to see if this is still mostly working in 1.5?
Captain Mar 21, 2024 @ 3:38pm 
Ah, didn't know that. Thank you :UltimateRaccoon:
Triangular  [author] Mar 21, 2024 @ 9:51am 
Its under Musteloid like in the original
Captain Mar 21, 2024 @ 4:41am 
Raccoon head doesn't seem to be included in this mod... sad.
Local Snorlax Dec 23, 2023 @ 9:30am 
Don't know if its vannila or another mod, but when combined with furskin theres a pretty good chance the head gene is rendered invisible cuz' the furskin adds a head also.
Bonible Dec 20, 2023 @ 8:59pm 
@S Yes.
AcetheSuperVillain Oct 23, 2023 @ 12:56am 
I think it would be better to just include the Anthro parts genes, and not default races, as that just adds clutter.
'atrick Sep 28, 2023 @ 5:17am 
Are the protogen and synths compatible with the vanilla races androids mod?
Slabba #FreeBoston Aug 29, 2023 @ 2:16pm 
Update?
tabby Jul 17, 2023 @ 8:07pm 
4tomic5hark there should be a toggle when you first create the xenotype to have the xenotype pass down to the children. It probably operates on a punnett square-esque system where it's a 50/50 between both of the parents for any given gene to pass down to the child, though I'm not sure. If you had the toggle activated upon creation of the xenotype, I'm not sure what your problem may be and it might be a problem with the mod itself rather than Biotech
4tomic5hark Jun 26, 2023 @ 7:46pm 
I can't seem to have pawns inherit head types from their parents... I had a sergal and dino give birth to a human child, and was only able to make them look like anthro once I implanted the gene on them. Am I missing something or it's just how it works?
TastesLikeOctopus Jun 2, 2023 @ 1:57am 
It seems like having the Furskin gene will sometimes override the heads given by any of these genes. To replicate: put a furskin gene and one of the anthro heads in a xenotype and randomize pawn until you see the normal heads.
Triangular  [author] May 20, 2023 @ 9:56pm 
Seems they are in it already, i just fonfused the F in the file name for "fox" instead of "feline".
Triangular  [author] May 20, 2023 @ 9:44pm 
Havent taken a look at it yet.
Brass Lion May 20, 2023 @ 12:38pm 
No support for the Feline race yet?
Spearmaster May 19, 2023 @ 11:52pm 
Is there a way to edit the preset xenotypes? Or would I have to make customs ones.
Lezadozo Apr 17, 2023 @ 3:00pm 
is there any facial expression mod that works with this one?
ネコットさん Mar 22, 2023 @ 10:00pm 
Sandia, you might need Character Editor for that
KarkinoMare Mar 17, 2023 @ 8:29am 
is there a way to edit the xenetypes without adding new ones? fro example... editing the already in game fishes to have certain type of genes?
Triangular  [author] Mar 14, 2023 @ 9:19am 
I can't replicate your problem at all. Tested it with every single canid head and it works fine.
Canada_LaVearn Mar 12, 2023 @ 3:04pm 
I am having an issue where some (maybe only one?) of the canid heads wont render and just has the default pawn head. all of the other heads will render. maybe a typo somewhere?
Triangular  [author] Mar 12, 2023 @ 4:45am 
*subgroup
Triangular  [author] Mar 12, 2023 @ 4:45am 
All have been added, Just the xenotypes have a random one from their sungroup as adding each one as a separate xenotype would (a)clutter up the xenotype window and (b) be a lot of extra work.
Heroman3003 Mar 11, 2023 @ 5:29pm 
Will rest of heads from Anthro mod be added to this? Seems like quite a few are still missing.
Milk Mar 2, 2023 @ 3:53pm 
YES Finally!
Moonshine Fox Mar 1, 2023 @ 10:48am 
Oh this is awesome! I love the Anthro mod, but HAR has been a bitch when trying to use a number of biotech genes
Kiddley Feb 26, 2023 @ 7:13pm 
How dare you! I was making this and you beat me to it lol.
roko711 Feb 25, 2023 @ 8:55pm 
you are a blessing
Wisp Feb 25, 2023 @ 2:32pm 
@Triangular I will give it a look-see in my game!
SanguinarcAQL Feb 25, 2023 @ 1:05pm 
THANKS A LOT I LOVE IT