RimWorld

RimWorld

Anthro Race
741 Comments
mata 3 hours ago 
thank you for the update! in my 1.5 save my anthro's heads got all swapped around but i fixed it with character editor
curt.exe 3 hours ago 
When are the new heads?
Rokuna 4 hours ago 
Hey, this might be dumb, but I'm still running on 1.5 and I noticed all the characters I had stopped showing up today? like just disappeared. Is there a way to get them back, or is that safe file
scrapped?
Rabbitsocks 7 hours ago 
hmm idk im pretty comfortable with my local edit....but i guess one could back up all the pawns with character editor before changing over.
Myst Opossum 11 hours ago 
Let's GOOO
R-MK  [author] 11 hours ago 
Aight 1.6 update is out!
If your current 1.6 anthros got poofed then well, I'm sorry .w.)
Yinglet 23 hours ago 
yepeeee
R-MK  [author] 13 Jul @ 1:34pm 
Aight news!
Thanks to Arakk, they've restructured and redone a lotta spaghetti coding and it's fit for 1.6!
You can even import 1.5 save file anthros over to a 1.6 save file just fine.

Tho now bug testing and we found out that if you already had the mod(1.5version) running on a 1.6 save file, then update the mod(1.6version), your pawns will cease to exist, no idea why specifically that but yeah fair warning, no idea how to fix that.

I'll push out the update in 24-or less hours.
Or if a fix managed to be discovered in the meantime.
Rabbitsocks 13 Jul @ 8:16am 
i just edited the files and added a folder called 1.6 dumped the files from 1.5 into it went to defs>pawnkinds> Anthro_Pawnkind.xml and deleted
<backstoryCategories>
<li>Offworld</li>
<li>Tribal</li>
<li>Outlander</li>
</backstoryCategories>

no more errors.
captain 13 Jul @ 5:53am 
I did try running the mod on 1.6 and it appears the game cannot read the mod files. Just completely borks if you try running it.
Pippin the Lil Doggie 12 Jul @ 2:23am 
thx for the update
R-MK  [author] 12 Jul @ 1:49am 
Shoosh, the update just came out and I'm too busy being busy .w.)
So far still testing running the same 1.5 mod on a 1.6 game, I don't see any problems *yet*

You all can try running the mod and see if anything broke.
I don't have the new expansion yet, so can't test there.
curt.exe 11 Jul @ 8:24pm 
1.6??
qwerty 11 Jul @ 6:46pm 
1.6
Pippin the Lil Doggie 11 Jul @ 3:10pm 
love this mod piz 1.6 piz OwO
Lumiere 11 Jul @ 11:47am 
Need this for 1.6 =(
Alaska 11 Jul @ 9:43am 
@redstonethunder - they're considered different species, i dont think you can make two different species have kids together
Awangku_Oyen 11 Jul @ 7:14am 
Hopes this mod gets update for 1.6.
Because of the vast variety of heads and animal types for this race, is there some way to filter what species appears in the game?
Vien 'Quitonm 4 Jul @ 4:07pm 
1.6?
Wazabey 17 Jun @ 12:30pm 
Is there a way to make like a certain xenotype, like otters or ferrets?
The Anthro xenotype seems to be the only one that includes every xenotype in it.
Heroman3003 12 Jun @ 11:01pm 
Tried installing it but the new xenotypes or genes don't show up at all for some reason.
redstonethunder 25 May @ 9:34pm 
hello i have a problem where now Anthros and Humans cant have babies together. is there any reason why and or is there a mod i have that you know of that does this?
ShankZ 19 May @ 11:50am 
@[99th HC] Damacles💀 You were totally right. Thanks a bunch mate! <3
💀Ghost of Malevelon 19 May @ 10:43am 
@ShankZ Check if you had "[NL] Facial Animation - WIP" installed. I did and it worked fine with this mod forever but the other day they just stopped being compatible. Disabled all my mods one by one until this one and after removing this it fixed it. Otherwise look for mods that alter the looks of pawns and try disabling those until this mod works. If all that cant help, copy the error log that pops up after loading mods by clicking the "Save Log" at the bottom left of the popup and post it here along with a description of the problem and installed mods
ShankZ 18 May @ 1:54pm 
They are just multi-colored humans now :(
Cr0sshare 17 May @ 1:39pm 
Ok, just found a workaround for the genetics tab. First, you select another colonist, open their bio, then click on their gene set (baseliner, etc.), which opens the genetics screen for them. Then, click on the portrait of any of your colonists and the screen will switch to that colonist's genetics. Hopefully the issue gets fixed soon, but this works as a workaround until then.
Cr0sshare 17 May @ 12:36pm 
Any other gene sets, predetermined or custom, does show up. Just not the baseliner set.
Cr0sshare 17 May @ 12:35pm 
Ok, I figured out the issue, for some reason if you have an anthro colonist, if they have the baseliner gene set, it will not show on their bio nor the colonist screen when starting a new game. Does anyone know of a fix for this?
Cr0sshare 17 May @ 11:46am 
I noticed that my starting colonists don't have any way of viewing their genetics. Any fixes or do I need to add them in dev mode? (No tabs telling what kind of genetic base they have, like baseliner or neanderthal.)
Cain 16 May @ 4:08pm 
For some reason after installing the mod it just doesn't work, like, there's no sign of anthro neither in creation nor game ;;-;;
FiauraTheTankGirl 6 May @ 4:04pm 
I can't say this is working, I can't select the parts, they aren't in the character editor or in the bio DLC Xenogenes. They aren't in the visual editor, they just don't exist.
HYENAMANE 25 Apr @ 12:58pm 
Also having this issue. Curious if its been solved yet.
Lizard 20 Apr @ 7:19pm 
Having the same issue as some other people. I had a save from February and I haven't touched the game since. Everyone now is just multi-colored humans.
SerperiorSavant 17 Apr @ 8:01am 
Curious if there's any compatibility with this and the mod "Prepare Carefully" (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735106432) I ask because when I try I don't see any of the options to use these customizations when making either a character through that mod and I don't see the options when making a xenotype in the xenotype editor and would love to know if I'm doing anything wrong or if there's a fix that I haven't seen.
thx in advance for any help that can be offered
Pippin the Lil Doggie 6 Apr @ 8:17am 
how to start of as Anthro if any one is struggling (i was defiantly not ) you have to choose the Anthro crash landed scenario under scenarios and you have all the furrys there
Pippin the Lil Doggie 6 Apr @ 6:13am 
hi how do i make my colonists wolfs when im starting a new game?
TimRtec 6 Apr @ 12:58am 
idk if its just me but.. the anthro pawns i had turned back to humans but are still labeled as Anthros.. how do i fix this?
iF 17 Mar @ 9:41am 
One of my Synth pawns keeps wearing masks, and now he has a ton of them in his storage.
Arakk  [author] 15 Mar @ 5:50pm 
@R-MK I sent you a friend request! I've been doing a ton of work with the Humanoid Alien Races framework for my upcoming dragon race mod. I'd be more than happy to overhaul the XML for the Anthro Race mod and help add functionality! I think I could even simplify a lot of the code base, and some recent HAR functionality means anthros can be mixed in with (or replace!) humanlike pawns in the default scenarios, too!
tide{S}haper industries 12 Mar @ 2:03pm 
The potential fix is not too complicated - but there's probably someone who can help with that. :)
R-MK  [author] 12 Mar @ 1:47pm 
I'm always around, I've just been drawing everything else other than mod making .w.)
But yeah again, if anyone wanted to take up the mantle for better code writing for future updates, go right ahead. You can use my assets however you like.

I really don't know anything about coding, this thing is being held by duct tapes and dreams :u
I just wanna draw funny animal people.
tide{S}haper industries 12 Mar @ 12:34pm 
For the slim chance of the author actually still being around and maintaining this mod:

> [Anthro Race] causes compatibility errors by overwriting BasePawn

This is an absolute compatibility-nightmare and I wouldn't be surprised if this mod breaks functionality for a long list of other mods. Overwriting Defs & especially Bases is an absolute modding-sin to begin with - and overwriting the BasePawn - one of the core aspects of the game - will likely cause a lot of issues. It also looks like the BasePawn version used for the 1.5-version of the mod is not actually up-to-date, which means pawns will likely end up with missing compatibiltiy for never game-versions and the DLCs.

Given the author's inactivity (and finding out that other people reported that in the past already) this is mostly meant as PSA & warning for anyone who wants to use that mod. I would HIGHLY recommend avoiding it, until this has been fixed!
FranknKitty 1 Mar @ 2:32am 
any biotech version of this?
Arakk  [author] 28 Feb @ 10:06am 
@Stachman and anyone else curious:
'Anthro' is a shortening of 'Anthropomorphic';
Anthropo- as a prefix indicates something 'of or relating to' humankind. '-morphic' is a suffix indicating 'having such a form'.
Anthropomorphic, 'Having a form of or relating to (resembling) humankind'. In other words, 'Human-ish'.
Cibo 20 Feb @ 1:09am 
i installed this and went to make a xenotype, and cant find any of the content of the mod, i wanted to make custom goat people so i can have a dreemurr style settlement but i cant find anything,
Cinna 26 Jan @ 6:30pm 
im just confused on how to make them look furry, when i give therm the anthro xeno, they are still looking human..idk if i have to add the looks myself :p
Cinna 26 Jan @ 6:20pm 
im currently having trouble on how i can make my colonists, well...furry :p
Stachman 18 Jan @ 12:41pm 
this is clearly false advertising clearly, non of these are human, more like inhuman
Stachman 18 Jan @ 12:37pm 
Ummm actually, the word anthro is a derivative of the word "anthropos" which means Human, in Greek, (for example, anthropology is the study of humanity) technically meaning this mod is called "Human Race" mod.