RimWorld

RimWorld

CE Race Auto-Patcher
24 Comments
FiauraTheTankGirl 22 Sep, 2022 @ 5:09pm 
An update would indeed be a divine girft.
Fox_Shifter 1 May, 2022 @ 3:43pm 
Please update
Coldtimes 6 Feb, 2022 @ 5:09pm 
Still mostly working for 1.3
Qualli 15 Jan, 2022 @ 9:44am 
An Update would be so nice :)
NotSoNinjaJoe 19 Jul, 2021 @ 6:24pm 
Does this work with that Forgotten Realms DnD races mod? The Outpost 21 one?
Cutiegorgon 27 Aug, 2020 @ 9:56am 
Please update :3
FIRENZE 26 Aug, 2020 @ 8:43am 
1.2?
IggyHitokage( B-M-G ) 28 Jul, 2020 @ 1:50pm 
Had to repost this, but still not able to fully use the Argonians of Blackmarsh with this patcher. It seems to affect every other race added. Even trimming the mod list down to the bare minimum, it still doesn't add the bulk/mass inventory to the pawns, however it does seem to apply CE's armor to them correctly.
Halituis Amaricanous 24 Jun, 2020 @ 3:29pm 
works pretty well for an auto-patcher race are just not starting with ammo, simple fix is to turn off the ammo system. bit of a shame but still having it automatic, is awesome.
AndHobbes  [author] 18 May, 2020 @ 6:41pm 
Updated for 1.1 and most recent versions
Milo 3 Apr, 2020 @ 3:58pm 
Any chance of this mod getting an update?
Mr Pickles 22 Jan, 2020 @ 5:06pm 
Hopefully its updated one dya
tater 5 Jan, 2020 @ 2:18pm 
Seems a newer version of Humanoid Alien Races 2.0 caused this mod to stop working. Crashed on generating planet and was unable to Start With Human-Like in the scenario editor.
Xeno Queen 4 Dec, 2019 @ 9:17pm 
Seems this is sadly out of date :(
MirageDawn 29 Jul, 2019 @ 7:20am 
Does this patch also work with racks that new guns
Tallblackman52 9 Jul, 2019 @ 9:27pm 
quick question does this fix factions of those races too or nah, for some reason the factions of other races have guns but they bring no ammo so they can't fight.
Jr. Troopa 16 Jun, 2019 @ 6:58pm 
Should this go before or after the more specific race patches?
herman925 25 May, 2019 @ 11:31am 
@andHobbes do you think by any chance there can be a universal CE patch for animals?
herman925 15 May, 2019 @ 1:11pm 
@AndHobbes That sounds really nice. Thanks so much for the info!
Marianojoey 12 May, 2019 @ 10:55am 
Ok, thanks for the answer. :D
AndHobbes  [author] 12 May, 2019 @ 10:24am 
@Marianojoey I haven't tested the load order, but I do:
* CE
* Alien races
* This mod
AndHobbes  [author] 12 May, 2019 @ 10:23am 
@herman925 they are almost identical! It looks like Owlchemist and I had the exact same idea around the same time. There are a couple combat properties that one has that mine doesn't, and vice versa. I'll update mine so it includes the missing ones.

Owlchemist's works through XML patching, which I tried in the first draft of mine as well. Mine works through C# patching, which makes it easier to do complex logic, which will be necessary to eventually include animal races as well as humanoid aliens.
Marianojoey 9 May, 2019 @ 1:25pm 
where in the load order should it be placed?
herman925 8 May, 2019 @ 10:05pm 
May I ask how this differs with another similar mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717902565