RimWorld

RimWorld

Pawnbold Race
159 Comments
Pim 14 Jul @ 6:00am 
Hoping to see this updated to 1.6 so i can continue re-texturing them hehe!
Lance Axiom 25 May @ 9:30am 
can be checked using character editor or sometimes just a styling station
Lance Axiom 25 May @ 9:28am 
do any of your bolds have hair?
Lance Axiom 25 May @ 9:12am 
and check your settings for pawnkinds
Lance Axiom 25 May @ 9:12am 
how many animals does your colony have ?
SadPlastic 25 May @ 6:23am 
For some reason this mods causes severe lag in version 1.5, and there was no suspicious red text in the logs. Does anyone know a solution?
Lance Axiom 6 May @ 9:32am 
ok but how does one do that ?
DerpyCharizard 5 May @ 11:26pm 
The simple solution is to just make a blacklist xenotype list but it most likely won't cover any modded xenotypes (I'm looking at you, Forgotten Realms), so the other solution is restrict the race itself to use race-restricted xenotypes and genes (the baseliner being the only unrestricted xenotype that is)
Lance Axiom 21 Apr @ 10:05am 
still perhaps for the people that find it less amusing it may be useful to have settings that disable certain xenotypes from the bolds.
Lance Axiom 21 Apr @ 10:03am 
fair but i do in fact have a highmate pawnbold now and they look kinda goofy, cat tail and ears on a kobold looks silly but kinda adorable too.
ShauaPuta  [author] 19 Apr @ 5:10pm 
@Lance_Axiom its because they are a race, not a xenotype. For example, a highmate is not a race, its a variation of the baseline. When you apply it to a human, you get a human highmate, not a hybrid. The same logic applies to panwbolds, and pretty much any other HAR race. When they have xenotypes applied ot them, they are simply not baseliner anymore
Basically, pawnbolds and har races are not genetically modified humans, they are their own thing
Lance Axiom 19 Apr @ 11:06am 
my save has been treating the kobolds like base liners is there a way to distinguish them in the genelines? i keep seeing them visually replacing my other pawns features. to be clear i have now seen a highmate, lapelli and neanderthal kobolds and the game isnt even treating them as hybrids. i dont mind that much but i do find it a little weird that it keeps happening.
KoboldBussyMuncher 12 Feb @ 6:40pm 
kobold :D
Sam, the Artistic and Autistic 2 Nov, 2024 @ 2:02am 
"I FUCKING LOVE KOBOLDS" -one of my friends after i ask them if i should get the mod since it seems really good, no joke, i think he like kobolds too much
Azraile 8 Sep, 2024 @ 5:15pm 
xenogenes?
Furious Kaiser 19 Aug, 2024 @ 9:07pm 
Been having some fun with kobolds recently. Took a page from DnD kobolds and made an ideology centered around living underground and venerating dragons. Used genes to make them breed faster, grow faster, learn faster, have various buffs in darkness, enjoy living underground, and heal slightly faster, but they are smaller, weaker, get debuffed in light, and have shorter lifespans to even them out. Used a mod to make a custom map that is like a dormant volcano for them to reside in and build a fancy dragon hoard/temple cave. Playing around with trap setups more this run too. Started with 10 kobolds, now at around 40 into year 2, but have had a good few deaths to various things like manhunters, raiders, and stepping on their own traps lol. Been a fun run so far. Live fast, die fast creedo.
ShauaPuta  [author] 25 Jun, 2024 @ 9:33am 
You should ask the egg layer gene author to add HAR compatibility with their eggs
I know one can do egg pregnancy with base game, but they would work like chickens
ZincKobold 23 Jun, 2024 @ 5:07pm 
I've used this mod for as long as it's been out and loved it every bit. Saying that, I do wish someone made a biotech gene kobold. As it stands, using the gene to lay eggs instead of children gives a 'human' that's random, even if the two parents are kobolds. I will continue using this mod as it is a great one, and the only kobold mod too.
Furious Kaiser 8 Jun, 2024 @ 3:04pm 
Fair enough, appreciate the reply to correct my assumptions. I am not a modder, and was unaware how this mod operated. I was also (wrongly) comparing it to the Argonian mod, which was having some odd characteristics I was noticing pop up after a day or two of playing. Thanks for furthering my understanding of how the system works on the back end.
ShauaPuta  [author] 8 Jun, 2024 @ 7:01am 
@furious_kaiser this mod does not reskins anything. The old pawnbold mod was a retexture to humans, but this one is its own race. I am not planning on making this into a xenotype either, but I've let the kobolds use any gene that I know wont break their rendering and throw errors.
I do not override the baseliner xenotype. That xenotype doesn't mean human, it just means they were not gene altered. So if you see a kobold, they are going to be baseliner, unless you add genes to them. Same way you can have an impid kobold, you can have a baseliner kobold.
Furious Kaiser 7 Jun, 2024 @ 9:43pm 
Haven't checked out this mod yet, as I am playing with the Argonian mod atm, but I would assume that this mod also just reskins the baseliner (default) human xenotype. This also causes anything else that uses the baseliner xenotype, such as many of the friendly/neutral factions, caravans, and pawns that randomly show up to join you. This does, however, cause some confusion if you decide to make your own custom xenotype, this mod (and the Argonian mod as well) will overwrite most cosmetic genes. This can lead to some confusion as you will visually see kobolds everywhere, some wanting to join you, but they are not the same xenotype.
ShauaPuta  [author] 25 May, 2024 @ 7:09am 
@d3k43 I don't see why would they need one, so no
D3K43 23 May, 2024 @ 7:00pm 
Do the kobolds have a custom xenotype for Biotech?
ShauaPuta  [author] 5 May, 2024 @ 11:13am 
Did you try resubbing to the mod? The workshop sometimes forgets to update
Typh 4 May, 2024 @ 8:14pm 
game claims the mod is still only for up to 1.4
ShauaPuta  [author] 4 May, 2024 @ 4:41pm 
Mod updated to 1.5, go nuts
ShauaPuta  [author] 1 May, 2024 @ 8:02am 
For everyone who sees this, the main mods I need have been updated, so I have a reason to move to 1.5. I need to finish an art commission, but hopefully I will start updating the bolds soon
Stur-Frye 29 Apr, 2024 @ 9:12pm 
Genuinely one of my favorite race mods
ShauaPuta  [author] 26 Apr, 2024 @ 5:05pm 
@I_is_Zed no, this does not work 1.5
I do plan on updating it, I am waiting until everything gets a bit more stable for the rest of my stuff
I_is_Zed 18 Apr, 2024 @ 1:15pm 
will this still work in 1.5? and if not, maybe an update?
ShauaPuta  [author] 27 Jan, 2024 @ 8:55am 
@Starfoth The Burgundy Silk Rug I thought I had that fixed, maybe I forgot to update. It shall soon be fixed

@augustusl undefined kobold childhood? I don't do custom childhood, no idea why that's happening
Starfoth The Burgundy Silk Rug 25 Jan, 2024 @ 8:00pm 
Please add <li>Mouth</li> to the Jaw Def
Without it, they put on infinite apparel like face masks
SorentheOwl 10 Nov, 2023 @ 1:41pm 
Hi there!
I'm getting an error log when loading this mod with Biotech enabled, saying it has an XML error of undefined kobold childhood. Any way to possibly fix this?
怠惰的不详 7 Oct, 2023 @ 10:26pm 
Why pawnbold faction's trader is always a human?
I found that pawnbold faction's trader team's trader is Tribal_Trader, not Pawnbold_Trader.
Please fix it
Albion 1 Aug, 2023 @ 10:19am 
Yooo! That fixed it! Thank you so much 💙 This is my favorite race mod for RW so I really appreciate the help and fix ^^

Time to commit war crimes with my lil kobold fellas
ShauaPuta  [author] 30 Jul, 2023 @ 6:29am 
@Albion I will try to reupload the version I have, because it works for me
hope it works for you too
Albion 29 Jul, 2023 @ 9:16am 
Just as a test:
I've disabled all other mods except Pawnbold race & HAR and im still getting the same issue. I then disabled Biotech too- and am still getting the same issue sadly
ShauaPuta  [author] 29 Jul, 2023 @ 7:17am 
@Albion I thought I already fixed that
Maybe the workshop version is borked? I have to check
Albion 28 Jul, 2023 @ 10:53am 
First time using this mod since Biotech came out- I've noticed all my kobolds just spawn with regular human skin tones now. Is there any fix or work around for this? Thank you
IceStorm 8 Apr, 2023 @ 5:38am 
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ShauaPuta  [author] 2 Feb, 2023 @ 12:09pm 
That one might actually be a bug
I will check when I have time
怠惰的不详 2 Feb, 2023 @ 6:39am 
Why pawnbold faction's trader is always a human? Is that a bug?
ShauaPuta  [author] 28 Jan, 2023 @ 6:39am 
well, they are supposed to be weak yes
that they are weaker than expected, makes it even better
怠惰的不详 28 Jan, 2023 @ 6:09am 
also,carrying capacity is effected by body size,also less than 45 ,is 34 (human is 75) even less than half human? Is kobold too weak?
ShauaPuta  [author] 28 Jan, 2023 @ 6:00am 
not a bug, but unintentional feature
怠惰的不详 28 Jan, 2023 @ 5:45am 
well, actually kobold have 0.75 bodysize AND 75% hp scale,so kobold only have 56.25%hp than human's 100%hp,is that a bug?
DrDogSurgeon 6 Nov, 2022 @ 12:58pm 
Ah I see, that makes sense, thank you. Guess its just a bizarre bug, hopefully it gets fixed when HAR updates more.
ShauaPuta  [author] 6 Nov, 2022 @ 12:41pm 
HAR is not fully compatible with 1.4 yet, specially in the genes and babies part
I made the babies and children look right, but I did not mess with anything else. From what I know, babies in biotech are always the mother's pawnkind, so no idea what happened in yours
DrDogSurgeon 6 Nov, 2022 @ 11:11am 
The babies they have have a chance of being Baseliner human. Both parents were pawnbold, and there were no humans around. Might wanna look into that when you update it
A Kobold 5 Nov, 2022 @ 6:59am 
iunno if I'm the only one and it's a mod conflict, but pawnbold kids in 1.4 seem to cause massive framerate issues.

Like any time they're on the screen at all, frames dip a bit. If there's more than 1, frames dip a *lot*