RimWorld

RimWorld

Anthro Race
758 Comments
Toyota AE86 1 hour ago 
@tap29812 What I did was go to C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2455173560 (This is where the mod is located, depending on where your drive is)

Right click on the 2455173560 folder, properties, then the previous versions tab. Pray that there's a previous version available that you can restore to. If you do, restore it then make a local copy of the mod so you don't have to do this again.

Move the local copy of the now fixed mod into C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods which is where manually installed mods go
tap29812 3 hours ago 
How do I undo the update or whatever it was that deleted half my colonists
BubMan 21 Jul @ 6:17pm 
peak heh:steamhappy:
Toyota AE86 21 Jul @ 2:05pm 
This is the part that confuses me too. If you want to release a save-breaking update, why not make the older patch available for people who want to continue without breaking their saves? As it stands there's no older version of this mod available, so I had to use Windows' file history function to revert the changes myself.
Arkan 21 Jul @ 7:02am 
Not nice. I read many user's have the same issue like I have - I write about vanish pawn from old save - if you want make so drastic change, maybe better make mod patch in other Steam workshop position or "unstable version mod" in Steam workshop, not destroy someone game.

For now I uninstal this mod to avoid future use and lose my game - I somehow angry about that, because I make realy stabile colony and I must just throw this to bin - well, I lower rate for this mod and probably don't come back.
Mingutu 19 Jul @ 7:11am 
can u consider add bear head UwU
Eavontide 19 Jul @ 4:43am 
To elaborate further, Prepare Carefully was made before Harmony patching was a standard, and so it uses very destructive methods for patching.
Eavontide 19 Jul @ 4:40am 
Don't use Prepare Carefully, use Pawn Editor.
August 18 Jul @ 6:19am 
Wait, I noticed that in my game, only the Anthro colonists that had been edited with Prepare Carefully disappeared. This mod also seems to prevent Prepare Carefully from initializing. Not sure if it's an issue with this mod or that mod. Can anyone confirm my suspicions?
August 18 Jul @ 5:53am 
Ah, so that's why I opened my save to find an empty colony...
Shuttle 17 Jul @ 8:38pm 
PLZZZZZZZZZ MAKE IT AN GENE/XENOTYPE AND ALL SOOO MAKE IT WHERE THE FURR BODY'S ARE FOREST TO HAVE A HEAD OR JUST ADD FURRED EARS PLESSSS
Toyota AE86 16 Jul @ 11:29pm 
Is there at least a way to revert back to before the patch that nuked everyone's saves like a GitHub repo? This was seriously not a cool move. If there isn't even a way to revert, then I will not be using this mod in the foreseeable future as this felt like a betrayal.
VulpineVandal 16 Jul @ 5:55pm 
Out of curiosity, I wonder about slicing this mod up and creating a xenotype or two with the assets. Vanilla xenotypes can have tails and custom heads and such so that made me wonder how that would work and if anyone dared to attempt it.
Farraway 15 Jul @ 7:14pm 
Welp, there goes half my colony on my first play through. Is what it is I guess
Olivervde 15 Jul @ 8:53am 
My pawns got deleted recently.
I was pretty bummed out about it. :steamsad:
But I think whoever is to use this updated mod is more happy than i am sad to lose my pawns.
The total happiness in the world increased. :steamhappy: :steamthis:
So, whatever.
RyutoLBX 15 Jul @ 3:41am 
Thanks for the update!!!! Finally 1.6 is playable!!!! :marten_sip:
Arakk  [author] 14 Jul @ 10:38pm 
Please don't be mad at R-MK about any nuked saves, that's 100% my fault and I'm truly sorry if anyone ended up losing a cherished irreplaceable colonist! I do think the benefits for future new colonies and mod updates should probably outweigh the bandaid being ripped off here, as mentioned above.

There *was* a preemptive fix that seemed to work back in 1.5 to stop pawns from outright poofing, and it just didn't work when we tested the update for 1.6. We tried. But from the errors R-MK was getting (and I couldn't reproduce), the game was stubbornly insisting on finding old file locations despite the updated defs pointing at new ones.
mata 14 Jul @ 6:41pm 
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 14 Jul @ 5:43pm 
When are the new heads?
Rokuna 14 Jul @ 5:11pm 
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 14 Jul @ 2:33pm 
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 14 Jul @ 10:13am 
Let's GOOO
R-MK  [author] 14 Jul @ 10:08am 
Aight 1.6 update is out!
If your current 1.6 anthros got poofed then well, I'm sorry .w.)
Yinglet 13 Jul @ 9:54pm 
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
💀Damacles 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.e621 25 Apr @ 12:58pm 
Also having this issue. Curious if its been solved yet.