RimWorld

RimWorld

Ankha Race
39 Comments
razar1  [author] Jul 19 @ 11:47am 
np! Glad you found the issue.
Bee_of_Awesome Jul 19 @ 3:18am 
found out what it was
hall urgently has a bug at the moment just found it in the logs on another pawn that was doing the same thing sorry for the bother
Bee_of_Awesome Jul 16 @ 3:03am 
after reloading today that pawn seems to be working fine and no errors related to them in the dev log
i have my player-prev log from yesterday if its any help but I'm not sure if that's what your after.
pawns name was Aspietes and they literally just died from an arrow shot to the brain so I'm not getting any more testing till i get another ankha pawn
razar1  [author] Jul 15 @ 2:47pm 
Get any errors in your logs?
Bee_of_Awesome Jul 14 @ 11:38pm 
My colonist seems to constantly just wonder and not work unless forced to
fully assigned and nothing that seems to be stopping them other pawns work normally around them
razar1  [author] Jul 11 @ 9:05am 
Thanks! I did indeed forget the LoadAfter.
tide{S}haper industries Jul 9 @ 11:57pm 
Heads-up!

You forgot to add a loadAfter rule for HAR in your About.xml - so mod-managers are not sorting your mod correctly. Having a dependency alone set is not enough for proper sorting!

In addition - but that's more a subjective decision... right now your 100MB mods consists of 80MB data just from three different source-folders you have in your mod. That's something 99.9% (probably more) of users never will have any need of. Your decision how to handle your mod, but I personally would recommend keeping the source on somewhere like Github and not putting it into the mod itself. Right now, keeping this practice, your mod will grow by 50+ MB each major game update...
lak the joyful Jul 8 @ 1:26pm 
Heard
razar1  [author] Jul 8 @ 10:12am 
I'd prefer if you didn't.
lak the joyful Jul 8 @ 8:10am 
would you mind if i ported this to be purely biotech? i really like the art in this one but i don't like using HAR. up to you of course!
razar1  [author] Jun 16 @ 8:29am 
Updated to 1.6 unstable.

For now you need to use the Dev version of HAR on the workshop.

I only did some cursory testing so if you find something broken please let me know.
razar1  [author] Jun 14 @ 10:54am 
I have an update ready for 1.6 unstable, except for a threading issue I'm hoping will be fixed in HAR so I'm waiting for that atm.
razar1  [author] Jan 4 @ 9:47pm 
Strange. I've been doing a play-through with this mod enabled and I don't get any errors...
KilledJoy Jan 4 @ 8:41am 
I should note i have the settup sorted, and the dependency mod enabled
KilledJoy Jan 4 @ 8:40am 
This mod is outputting a lot of errors on startup of the game. This is output on loading into the menu with the mod loaded.

ReflectionTypeLoadException getting types in assembly AnkhaRace: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.

Followed by errors longer than character limit worth posting here lol.
拳鸡高手泰深 May 11, 2024 @ 11:12pm 
I've made the ChineseSimplified translation file, could you please add it to the mod? I cannot figure it out why the translation contents are not loaded in the game anyway.
razar1  [author] May 11, 2024 @ 6:34pm 
It was immediately pointed out to me that wild men were not functional due to how hard-coded they are in the base game. I removed that replacer.
razar1  [author] May 11, 2024 @ 6:20pm 
Ankha should now appear in more instances such as Beggars, pilgrims, wild men, as part of the empire, as cultists, etc.
Zirkalaritz Apr 20, 2024 @ 5:20am 
Camel by Camel starts playing
LarsSvengard Apr 11, 2024 @ 6:27pm 
do you get teh joke? you do? good.
TurtleShroom Mar 20, 2024 @ 6:44pm 
BASED.
razar1  [author] Mar 20, 2024 @ 2:56pm 
Updated to support the 1.5 unstable branch. This requires using the Dev version of Humanoid Alien Races (also on the workshop).

The entire render pipeline changed from 1.4 to 1.5, so let me know if you see anything that is not behaving correctly.
razar1  [author] Feb 2, 2024 @ 10:28am 
A recent HAR update added the capability to customize pawn and body addon colors at the styling station.
Check it out and let me know if you encounter any issues with it.
Unofficial Status Dec 26, 2023 @ 10:43pm 
a cultured mod yes yes
TurtleShroom Aug 3, 2023 @ 11:31am 
My GOSH, that Baby Sprite is the cutest thing I've seen all day. Thank you for making my day.
Chip Jul 19, 2023 @ 6:26pm 
I'm planning Something devious now.
i am a piece of bread Jun 30, 2023 @ 8:59pm 
mal0 race when
Floridian Guy Jun 10, 2023 @ 7:37am 
another race to enslave
:steamhappy:
bober May 31, 2023 @ 10:43pm 
caught acting unwise
🌸Дед Хаггис ® ⁴² May 31, 2023 @ 2:50pm 
Zamn!:luv:
•●❤SnakeKing❤●• May 31, 2023 @ 12:39am 
Finaly!!!!!! it's so coooooool and cuuuute!!!!!!!
mynameactually May 30, 2023 @ 9:47pm 
But can she dance?
AlphaAmpersandOmega May 27, 2023 @ 3:00pm 
This made me feel things
Chip May 27, 2023 @ 12:31pm 
Funny Cat
razar1  [author] May 27, 2023 @ 7:12am 
Requires Humanoid Alien Races. Does not require Biotech.
HIM May 27, 2023 @ 7:05am 
What's wrong? It's just Sandy Marton - Camel by Camel.
MagnusCerebrum May 27, 2023 @ 6:11am 
@Aranador OP talks about gene restrictions so it must use biotech, it just isnt listed as a requirement for some reason
Aranador May 27, 2023 @ 12:29am 
Does this mod require either Humanoid Alien Races or Biotech?
BrenTenkage May 26, 2023 @ 10:55pm 
I mean...I do want to do an egyption playthrough, guess I'll do god queen and use her LOL