RimWorld

RimWorld

80 ratings
Ankha Race
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
35.562 MB
26 May, 2023 @ 8:57pm
11 Jul @ 4:32pm
24 Change Notes ( view )

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Ankha Race

Description
Ankha - An Cat-like Race
A HAR race.

This mod adds a cat-girl Ankha race to the game.

Feedback is greatly appreciated.


== 1.6 Update Progress ==
  • Updated to 1.6 unstable.

== Future Development (Tentative, no promises) ==
  • Pawn Harvestables
  • Racial Ability/Ritual
  • Custom hairstyle
  • Signature snake head ornament
  • Starting Scenario
  • Custom Quests
  • Desert/Egyptian style furniture (not likely considering my lack of artistic ability)


== General Race Information ==
In General, Ankha behave similarly to humans with a few notable differences (besides appearance):
  • Ankha have a life expectancy of 200 years.

  • Ankha are more likely to have multiple children and are pregnant for a few days less.

  • Ankha have a minor cold and heat tolerance.

  • Ankha have a slightly higher social impact.

  • Ankha have claws and can do scratch damage.

  • Ankha move slightly faster.

  • Butchering an Ankha yields light leather.

  • Ankha cannot be ugly.

  • Ankha are relatively rare. There should be about 1 Ankha for every 5 Humans.

== Visual Features ==
  • The Eyes, Ears, and Tail have custom bionic textures (and archotech textures for eyes).

  • The eyes have a blink animation that will periodically play when a pawn is awake.
  • The eyes will close when a pawn is asleep.
  • (Note: Bionic/Archotech eyes do not animate and will remain open when asleep)

  • The tail has a swaying animation that will periodically play when a pawn is awake.
  • (Note: Bionic tails do not animate)

  • The Mouth will change depending on a Pawn's mood. From a deep frown to a slight smile.

== Customization Options ==
  • Eye and Tail animations can be turned off. Having a large number of Ankha pawns can cause slowdowns when the animations trigger.
  • Mouth textures can be turned off.

== Restrictions ==
  • Most genes with visual impacts (Head, body, ears, tail, color, etc) have been disabled. This is because I do not have compatible textures for them or they would clash with the race aesthetic.


== Compatibility ==
  • Royalty Compatible
  • Ideology Compatible
  • Biotech Compatible
  • Anomaly Compatible
  • Odyssey Compatible
  • Likely incompatible with facial animation mods.
  • I have not written a CE patch.

== Changelog ==
See the Change Notes.

== My Other Mods ==
MonsterGirl Races: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1992614103
Skrix: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2267078474
Craftable Mechanoid Weaponry: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3227986775
34 Comments
razar1  [author] 11 Jul @ 9:05am 
Thanks! I did indeed forget the LoadAfter.
tide{S}haper industries 9 Jul @ 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 8 Jul @ 1:26pm 
Heard
razar1  [author] 8 Jul @ 10:12am 
I'd prefer if you didn't.
lak the joyful 8 Jul @ 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] 16 Jun @ 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] 14 Jun @ 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] 4 Jan @ 9:47pm 
Strange. I've been doing a play-through with this mod enabled and I don't get any errors...
KilledJoy 4 Jan @ 8:41am 
I should note i have the settup sorted, and the dependency mod enabled
KilledJoy 4 Jan @ 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.