RimWorld

RimWorld

Racc Race
85 Comments
Unfunny guy Oct 4, 2022 @ 12:01pm 
hmh
BCS Feb 23, 2021 @ 2:42pm 
Can this be updated to 1.2?
Roy Calbeck Mar 6, 2020 @ 10:05pm 
Awesome!
Bob Mar 4, 2020 @ 2:52pm 
Nanakio Mar 1, 2020 @ 12:18pm 
hope to see an update soon, love this mod
Mol Feb 25, 2020 @ 7:56pm 
Same
Bp103 Feb 25, 2020 @ 12:00am 
Update just rolled in and I already miss this mod.
AriFerrari Feb 24, 2020 @ 3:53pm 
Will this work with 1.1 the way it is or will it need to be updated? If so do you plan to update it?
Thanks for your hard work!
Midnight Dec 6, 2019 @ 4:42pm 
A bit of a visual bug, but it seems their tail peeks out of the bed whenever they sleep. Can ya please look into this sometime? They look really nice tho.
[RIP TEAR] Superlagg Jul 30, 2019 @ 11:57am 
They're innately compatible with CE, should work just fine without any extra patches.
Stolen Profile Jul 29, 2019 @ 9:15pm 
Does this still need a CE patch? The CE patch still isn't updated, is it because you don't need it anymore?
Foxxedhound Jul 11, 2019 @ 9:20pm 
Important guide for using this mod: https://www.youtube.com/watch?v=K49KtHRu8lk
Raccacunk Jun 21, 2019 @ 9:49pm 
Finally a good mod
1000101 May 21, 2019 @ 4:40am 
Follow up to my post, sorry, that wasn't a problem with this mod at all, it's just a feature of the Heavy Sleeper from the Psychology mod.
1000101 May 20, 2019 @ 5:02am 
Hey, I can't seem to be able to give any orders to my racc colonist while he's asleep, it will always queue it to be done after resting, including drafting. First time using this mod so I don't have more info, just that my human colonist doesn't have this problem, so I suspect it's probably this mod that's the problem.
JotNyangE Apr 18, 2019 @ 8:14pm 
Thank you for this mod, though I've been noticing that these raccs, whether they end up in transport pod crash or as refugees being chased, seem to be always armed with extremely high tech arsenals and/or armor. Was this intended?
BlueLeafy Apr 3, 2019 @ 4:16am 
It bothers me that these guys are copy/pastes of Ferrex. They have the same race description, the same backstories, the same descriptions for prosthetics... Just with "Ferrex" replaced with "Racc."

I like Raccs and their appearance, but the lack of uniqueness in descriptions/backstories just makes them feel like repeats. :(
ExplorerRowan Feb 25, 2019 @ 12:25am 
Any chance you could add them to the PlayerColony and PlayerTribe factions so they might randomly show up in other factions?
Natalo77 Feb 9, 2019 @ 6:29am 
Any Hard incompatibilities?
Xen  [author] Sep 22, 2018 @ 9:02pm 
Surgery recipe import should now work properly
zmadz Sep 19, 2018 @ 10:52am 
rly wanna repair the nose of my rac dude :(
Xen  [author] Sep 15, 2018 @ 1:54am 
I had apparently missed updating them when I did a round of secondary fixes.
Enlonwhite Sep 13, 2018 @ 8:32pm 
Sadly one of the only races that error on me for some weird error, so in the process of finding and fixing other errors, i will need to remove til I am done.
Enlonwhite Sep 5, 2018 @ 3:30pm 
Love how they bleed purple, was so confused at first seeing that but its so nice to see a difference in things to make it feel different.
Xen  [author] Aug 31, 2018 @ 1:30am 
Yeah - B19 update is in the works and will be out in a day or two
Commander Aug 29, 2018 @ 2:26pm 
b19?
Bálna Nov 19, 2017 @ 7:06pm 
Thanks for the reply mate! I see, no problem! Was just wondering is all! Haven't had the chance to try your race out yet because I am still waiting for people to update their mods but from what I've seen so far, it's really neat, keep it up!
Xen  [author] Nov 19, 2017 @ 5:55pm 
It's mostly because the work disables are a bit silly in my opinion, except the firefighting one occasionally - since it makes sense some people would be too afraid/phobic.

so it's mostly a personal preference thing - i prefer having someone with super low or no skill, rather than totally disabled - it's a survival scenario after all.
it's also laziness on my part
Bálna Nov 19, 2017 @ 3:04pm 
Hey. Whenever I am randomizing a Racc character, it's super rare to get any action that they're incapable of doing and 90% of the time when I actually do get an action, it's firefighting. Is it because of their intelligence? Thanks.
Xen  [author] Nov 19, 2017 @ 2:40pm 
Fix uploaded for lifestages - could cause freezes under certain circumstances
Fwiffo Nov 19, 2017 @ 5:09am 
Actually, it's more weird than that.
I've come back to my savegame after a while and had a pink square instead of a tail. However, the wording for that misplaced tail and the tails on my other pawns was different ("bionic racc tail" instead of "racc bionic tail" or the other way around, I don't remember exactly at this point). So I removed that particular tail, made a new one and it worked fine.
Feral Silver Nov 11, 2017 @ 3:46pm 
kk, thanks for the response, love using your race mods
Xen  [author] Nov 11, 2017 @ 2:11pm 
Yeah - the bionic tail special texture got misplaced somehow, and I need to fix it. It's been kind of a low priority since I'm getting everything updated to a18 - but it will be fixed in the a18 update
Feral Silver Nov 6, 2017 @ 2:45pm 
reporting a small bug with this mod. the bionic Racc tails cause a colored box to follow around in place of a tail. its actually fairly large too. other than that fis in smoothly
Dominique901 Jul 29, 2017 @ 10:58am 
Using this mod
Dominique901 Jul 29, 2017 @ 10:57am 
What funny i hade a nice base than when the next raid can i lost all but one pawn my made one all be cause of one mortar shell
Cleftin Twain Jul 29, 2017 @ 7:51am 
Awesome. Thanks guys.
Xen  [author] Jul 29, 2017 @ 5:08am 
then you can edit it without steam auto-updating it - you just have to get updates manually from my git if you do that of course
Xen  [author] Jul 29, 2017 @ 5:07am 
The easiest thing to do would be to pick it up from my github
https://github.com/XenEmpireAdmin/RaccRace
cucumpear Jul 29, 2017 @ 1:43am 
Yep, that's in the race xml. Just remember it will be overwritten by any updates Xen pushes out. If you know how to make an xpath patch you could do that too.
Cleftin Twain Jul 28, 2017 @ 7:27pm 
Love this mod. Thanks!

One question: I feel the movement speed is just a tad too high. Is there a way to lower it? Maybe in the XML?
Xen  [author] Jul 23, 2017 @ 1:47am 
I did a RBSE patch for the Xenn some time back - I'll look into making some for the other races soon I think
Greystar Jul 22, 2017 @ 7:00pm 
How about a compat patch for RBSE (on all your races).
Xen  [author] Jul 19, 2017 @ 11:10pm 
the alien framework creator is working on something to make all races naturally compatible with CE - so you shouldn't have to worry too much longer
Paradigm Jul 17, 2017 @ 3:22pm 
Thanks for a quick response. A shame as I love the little racoon colonists. Would be awesome if you got around to making a patch or whatever, just looks like I'll have to run a second colony once my last human gets his liver blown out. Thanks again for great mod.
Xen  [author] Jul 16, 2017 @ 12:08pm 
CE is incompatible with almost everything that isn't designed specifically to work with it.

I might have to look at making some patches, or finding someone familiar with CE's workings to do it
Paradigm Jul 16, 2017 @ 4:54am 
Thx for the great mod. Recently jumped on to trying Combat extended and noticed that the Racc don't have any of the options that normal colonists have, aiming, burts fire etc. Is this mod incompatible or have I done something wrong? Thx in advance.
Xen  [author] Jul 5, 2017 @ 7:59pm 
it's on the right side of the page - required items - it should pop up when you sub too
Toby.Tcg Jul 5, 2017 @ 7:52pm 
where is the alien framework mod
Xen  [author] Jun 30, 2017 @ 8:22pm 
Added Walthracc PPK with silencer