RimWorld

RimWorld

AA Foxbold Race
88 Comments
ArmoredAmpharos  [author] 9 Jun @ 12:43pm 
I am a fan of Character Editor for the ability to make hats invisible. Means i can get the stats of a helmet without having to see how silly helmets meant for humans look on my races. But I do still tend to use Prepare Carefully. NGL, my code is sloppy too. It's just not what I'm good at.
ArmoredAmpharos  [author] 9 Jun @ 12:40pm 
If the bionic/aerotech eyes do happen to pop up, I found this mod which should remove the bionic eye overlay.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880879890
FlareFluffsune 9 Jun @ 12:08am 
Prepare Carefully has a habit of breaking mods because of the way its (apparently sloppily) coded, most people i've seen have moved to Character Editor instead. Even I stopped using it and I found even performance increased with it gone lol
ArmoredAmpharos  [author] 8 Jun @ 5:14pm 
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. Bionic eyes might still show up and if they do, they will float in the wrong place, sorry.
ArmoredAmpharos  [author] 19 May @ 8:00pm 
These are up and hopefully behaving
FlareFluffsune 15 May @ 4:40pm 
good to hear. good luck.
ArmoredAmpharos  [author] 15 May @ 1:37pm 
I am feeling a bit foolish, since like an hour after I made this comment, someone reached out on my tab of the HAR discord to help me. I still haven't gotten the race I'm starting with completely fixed. But progress has been made.
FlareFluffsune 15 May @ 11:38am 
I think there is an official Rimworld discord where you can ask about modding issues where peeps will help with modding problems. I think. I'm sure i've seen it advertised in many mods but I can't remember where.
ArmoredAmpharos  [author] 15 May @ 10:14am 
just in case anyone is wondering about 1.5 updates still, I don't think it's ever gonna happen. I have sorted out every red start-up error aside from one. But this one is a doozy that I just can't figure out. It keeps the races from rendering in any way. They still spawn, but they are invisible. I've been comparing the code to other mods that are updated to 1.5, but I just can't seem to find what my mistake is.
Talonblaze 12 Apr @ 3:03pm 
Seconding the 1.5 request! I miss these little guys~
Lunasulpix 20 Jul, 2024 @ 2:49pm 
Will we get a 1.5 for this?
Kai Ovsky 7 Mar, 2024 @ 12:57am 
Bionic Eyes don't line up on the side facing sprites btw

But I love this mod so much, also in what way is it not compatible with Biotech? This is the first weird incompatibility I've come across at all, and even then it's just visible
ArmoredAmpharos  [author] 26 Apr, 2023 @ 12:49pm 
No, Mysterious Fox. The stat changes are part of the race. Currently, the lite version of my Redwall Races is the only race mod I have which has vanilla human stats.
A Mysterious Fox 15 Mar, 2023 @ 7:42pm 
is there a way to use the race without the stat changes?
FlareFluffsune 7 Feb, 2023 @ 1:09am 
That's a bit of a jump from paying for the main game then having to pay again just to play it because an update was released.
Fawx 6 Feb, 2023 @ 4:25pm 
Ah alright. I just started playing recently so I wasn't aware there was a difference. Thanks.
FlareFluffsune 6 Feb, 2023 @ 4:16pm 
1.4 is the latest version. Biotech is a DLC not a version. Appears to be quite clear to me.
Fawx 6 Feb, 2023 @ 4:14pm 
So is this updated for the latest version? It says 1.4 but also "Not compatible with Biotech."
ArmoredAmpharos  [author] 27 Nov, 2022 @ 1:08pm 
A reminder that I have a Discord. And that I am working on updating all my race mods, I just haven't had a lot of free time to do so recently.

https://discord.gg/ncprGdtFWB
Nicknoob243 7 Oct, 2022 @ 12:08pm 
Are you going to update this for 1.4?
Wolf_Whitte 10 Jul, 2022 @ 6:38am 
Perfect mod
SmoreShiba 20 Jan, 2022 @ 6:05pm 
I love this mod.
ArmoredAmpharos  [author] 13 Aug, 2021 @ 6:18pm 
Hey guys. Remember to check out the discussion on the Dogbolds page to put your 2 cents in for the next critter.
ArmoredAmpharos  [author] 13 Aug, 2021 @ 6:17pm 
Raid loot error is fixed
ArmoredAmpharos  [author] 3 Aug, 2021 @ 9:15am 
I see. The raid loot error. I don't actually know what that is. Because the other kobolds did not give me that error and their faction code is the same(aside from name changes). That one I will need help from Discord to understand and fix.
Typh 2 Aug, 2021 @ 8:47am 
just a heads up, since i can't share the exact error I got, due to Steam's stupid 1000 character limit, the foxbolds had a red error that appeared early in this log:

https://gist.github.com/76bf75f58372f4e592b39203161cbdae
FlareFluffsune 1 Aug, 2021 @ 3:19pm 
Cool to hear, it could simply be a path issue commonly its simply down to capitalisation for instance it might be looking for Folder "A" but the path is actually "a". It can be infuriating to find out that the only issue was a bloody capital or lower case letter mistake. But the issue it gives me is this.

Could not load UnityEngine.Texture2D at world/Venerek4 in any active mod or in base resources.
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.FactionDef:get_FactionIcon()
RimWorld.Planet.Settlement:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch2(UIRoot_Play)
Verse.Root:Verse.Root.OnGUI_Patch1(Root)

So maybe it could be a change in how the game paths to world textures or something.
Riggs 1 Aug, 2021 @ 2:50pm 
Sweeeeet!
ArmoredAmpharos  [author] 1 Aug, 2021 @ 2:36pm 
@FlareFluffsune I will look into the scenario texture thing when I work on overhauling the scenarios in general. They were all sort of thrown together with no real thought so that the game would stop giving me an error for not having scenarios at all. I want to make proper ones at some point, as well as custom cultures for the kobolds.
ArmoredAmpharos  [author] 1 Aug, 2021 @ 2:33pm 
on 1.3 now. but it keeps giving an error about raid loot values. Not sure why, since the Dogbolds aren't doing that. but faction locations seem to be spawning and i'm not seeing missing body parts, so they seem alright
FlareFluffsune 24 Jul, 2021 @ 1:13am 
The only texture thing I have is Vanilla Textures Expanded, other than that I don't have any other texture mod.
kittysmugglers 23 Jul, 2021 @ 7:36pm 
1.3 wen
Riggs 23 Jul, 2021 @ 4:00pm 
Some HD mods conflict with unrelated mods. I had one, HD Plants or something, and it changed the RadWorld plants to missing textures
FlareFluffsune 23 Jul, 2021 @ 5:00am 
Not that I'm aware of. Can you give examples?
Riggs 23 Jul, 2021 @ 1:38am 
@FlareFluffsune may be a texture mod, do you use any mods that increase mod image resolution?
FlareFluffsune 20 Jul, 2021 @ 2:55pm 
Not sure whether its due to a mod or such but none of my foxbolds are showing tails, and the world icon for the player colony using the foxbold scenario is coming up with the missing texture error PNG.

I'm still running on 1.2, haven't updated.
Typh 18 Jul, 2021 @ 7:58pm 
Aye it is due to the pawn rendering. Im seeing some old favorites getting updated. I do hope this follows.
Riggs 14 Jul, 2021 @ 2:55pm 
@Typh that might be because of the new Pawn Rendering, it'll have to be updated to accommodate. Another thing, the resolution of pawn textures in 1.3 is fairly low and there are some mods that change it to be higher, will that be possible for these guys when you update?
Typh 8 Jul, 2021 @ 8:49am 
so it appears the 1.3 update put the tails on these guy's heads...
Riggs 5 Jul, 2021 @ 8:33pm 
Cant wait to start a lil cave cult with these guys when 1.3 comes out
TomFenny 30 Jun, 2021 @ 2:33am 
Cute, but seems to have an issue with vanilla expanded vikings, specifically the error "Unknown crown type: undefined" Probably to do with the facepainting if I'd make a guess. A harmless error, but it chokes up the log until it stops due to the spam.
Bullet Barrage Spy 11 Jun, 2021 @ 1:15pm 
You're missing out, CE is amazing. I'll work on my own patch just because I feel like there's a lot of mods that could use it.
ArmoredAmpharos  [author] 5 Jun, 2021 @ 10:10am 
Possibly in the future. I haven't use CE, myself. So I'm not sure how it works and it hasn't been high on my priorities.
Backrevol 5 Jun, 2021 @ 7:39am 
Any plans on Combat Extended compability?
ArmoredAmpharos  [author] 23 Apr, 2021 @ 5:31am 
I know it does, but it doesn't prevent the thought Def from working. Don't know why it does that, to be honest. But since the kobolds remain unbothered by eating raw meat and whatnot, it seems irrelevant.
Nejarrie 22 Apr, 2021 @ 7:38pm 
I not sure if this is noted or not, but every time when I use this race and I believe all the other bold races, this red error pops up on start up saying that Could not resolve cross-reference to RimWorld.ThoughtDef named (wanter=cannotReceiveThoughts). I can provide a log if that would be helpful.
ArmoredAmpharos  [author] 19 Apr, 2021 @ 2:38am 
No problem. Some mods are hella finicky about where they want to be in the load order.
BabyNanachi 18 Apr, 2021 @ 5:05pm 
well that would make some sense. Didnt ever notice that in peticular and I guess CE is what makes it work with your races. Though its fine with others so I found it rather odd. Thx for the help
ArmoredAmpharos  [author] 18 Apr, 2021 @ 3:16pm 
@BabyNanachi, it appears that character editor works just fine with all 4 of my races. I noticed that on that mod page it says that it wants CE on the bottom of the mod list. Did you make sure to adjust the position of the mods after you added the Foxbolds? I started up a new save with CE and all 4 of my races, one of each in my colony. I was able to open CE and edit all 4 of them with no issue.
ArmoredAmpharos  [author] 17 Apr, 2021 @ 10:04am 
I have added that in the known issues. Chances are that my other 3 races will have the same problem. It's unfortunate, but I don't know how to fix it right now. I'll have to see if I can figure out how that mod works when I get the chance(busy weekend so I probably won't have time until next weekend). But I'm guessing that the mod looks for specific parameters. Like how some mods don't work unless you make sure that you base pawns for the race have BasePawn as their parent data. So it might just be a little thing like that... but it might also be something complicated that I won't be able to quickly fix.

I am very sorry for the inconvenience. And I thank you for giving my race a try, even though it didn't work out.