RimWorld

RimWorld

AA Foxbold Race
Showing 1-10 of 17 entries
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Update: 23 Jul @ 1:26pm

[Auto-generated text]: Update on 7/23/2025 4:23:13 PM.

Just updated to 1.6

Update: 7 Jul @ 6:45am

[Auto-generated text]: Update on 7/7/2025 9:43:04 AM.

fixed a problem with their pack animals not spawning for trader caravans.

Update: 3 Jul @ 3:54pm

[Auto-generated text]: Update on 7/3/2025 6:51:28 PM.

There was a mistake that was causing them to be unable to bleed, which was causing an annoying notification that won't go away when they are injured. Fixed that in the 1.5 version.

Update: 11 Jun @ 5:38pm

[Auto-generated text]: Update on 6/11/2025 8:36:09 PM.

got rid of the sound file connection that seemed to be misbehaving.

Update: 19 May @ 1:17pm

[Auto-generated text]: Update on 5/19/2025 4:14:46 PM.

Much progress has been made towards getting this functioning on 1.5. I don't know if it's quite right, but I'm not getting any startup errors, and they aren't invisible. So I'll take it. Fingers crossed that it behaves.

this is just a vanilla 1.5 update, not a DLC update. No Biotech yet. Not sure if I'll do Biotech in the future or not. But one thing at a time.

Known Issues:
When using prepare carefully, the tail does not change color with the skin on character creation. But once my saves were created, returning to main menu and reloading made the tail the same color as the skin again. Not something that I think I can fix, but it doesn't really break stuff so I'm not concerned.
Wound graphics. Vanilla has wound graphics, which are obviously made for normal human pawns. I was unable to figure out how to change them or relocate them so they don't cause bloody wounds to just float off of a kobold's face. So the best solution I could manage was to find a way to disable them entirely on these kobolds. It's not ideal, but I at least would prefer no wound visuals at all than have a "missing eye" wound just floating at the end of their snout.

Update: 30 Dec, 2022 @ 6:10am

[Auto-generated text]: Update on 12/30/2022 9:10:48 AM.

changed gestation period and temperature range.

Update: 11 Dec, 2022 @ 12:54pm

[Auto-generated text]: Update on 12/11/2022 3:54:21 PM.
Updated to 1.4 but not to biotech. Hopefully they will behave and not explode or some other weird nonsense.

Update: 21 Oct, 2022 @ 11:54am

[Auto-generated text]: Update on 10/21/2022 2:54:41 PM.

Just made it so it actually says that it requires the alien race framework.

I will figure out updating to 1.4 at some point but right now I don't know how. I am waiting for some of the other race mods that i use to do so, so that i can compare them to their previous version and see what I need to do by example.

Update: 12 Aug, 2021 @ 5:58pm

[Auto-generated text]: Update on 8/12/2021 8:58:15 PM.

Update: 1 Aug, 2021 @ 2:29pm

[Auto-generated text]: Update on 8/1/2021 5:29:23 PM.
updated to 1.3

but i keep getting this error

Config error in FoxboldTribe: raidLootValueFromPointsCurve must be defined
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<RimWorld.FactionDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()