RimWorld

RimWorld

Slither Race
25 Comments
Solarius Scorch 30 Dec, 2022 @ 3:12am 
@GADUNKA Mlie only accepts requests via Discord, as the process is automated.
HIM🐀 29 Dec, 2022 @ 4:16pm 
Mlie, please revive this mod!
Rio 23 Oct, 2022 @ 9:12am 
Genuenly would pay to have this and aquian ported to 1.4 and made biotech and CE compatible
Vien 'Quitonm 21 Oct, 2022 @ 11:41am 
Will this be updated?
CMDR Youth 11 May, 2022 @ 7:18pm 
The legacy versions didn’t work well in 1.3, at least not without a boatload of red errors.
And don’t get me started on the “updated” versions using PRD as a dependency. All PRD did was kill off three good race mods and confuse a whole lot of Modders. At least that’s my stance on it.
DigitalHare 11 May, 2022 @ 1:20pm 
@CMDR Youth
Miss the variety? Do they not work any more for you? I don't use the Slither or Ikquan (But I still intend on doing the same for them).
CMDR Youth 11 May, 2022 @ 1:53am 
You're the best, @DigitalHare. Please keep doing what you're doing. I miss the variety these races added.
DigitalHare 10 May, 2022 @ 10:18pm 
@CMDR Youth
Already on it. Check the Klickmala race comments. I have a temp one up for them, trying to make it more broad with the factions and stuff. But I can see about patching these up to be independent of PRD while fixing some of the compatibility problems with other mods like Androids, Character Editor, etc.
CMDR Youth 10 May, 2022 @ 3:23am 
Since Pawnkind Race Diversification is discontinued, and Beelz has stopped maintaining these Race Mods, it would be very nice if someone could patch the legacy versions of his Races to work in 1.3.
Wubwub 23 Apr, 2022 @ 7:22pm 
So I just had one of them spawn in and join my colony out of nowhere, and she's just completely invisible for some reason. I am highly confused.
En. Gerger Racc 26 Nov, 2021 @ 4:06pm 
Failed to find any textures at Things/Pawn/Humanlike/Heads/Male/Male_Head_Cobra_Classic while constructing Multi(initPath=Things/Pawn/Humanlike/Heads/Male/Male_Head_Cobra_Classic, color=RGBA(0.906, 0.882, 0.867, 1.000), colorTwo=RGBA(0.573, 0.400, 0.216, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get<Verse.Graphic_Multi> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,string)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch9 (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnAt_Patch10
and some more computer vomit that I can't post because of steam's character limit
En. Gerger Racc 26 Nov, 2021 @ 3:51pm 
Their heads aren't spawning in and it keeps throwing up errors about not finding their head models.
darkwarrior1002 21 Nov, 2021 @ 7:17pm 
I know you wanted to use pawnkind race diversification to remove all the slither, ikquan, and klickmala pawnkinds from all the different factions but why not leave 1 pawnkind for each of the races just for colonist generation purposes? that way when folks are trying to save their presets with prepare carefully, they properly load. mods like oni of the rim, moyo of the deep, and kurin HAR edition have the dozen or so dedicated faction pawnkinds but they also have the 'oni colonist', 'moyo colonist', and 'kurin colonist' pawnkinds set aside by themselves for pawn generation.
Blazerik 27 Oct, 2021 @ 9:30pm 
Once upon a time you said you fixed how your races appear far more frequently than others/humans. but I've never seen your races NOT spawning at least 3x as often as humans (In this case I tested it with just prepare carefully and slither and multiplayer and still had these results). So why do your races still spawn so absurdly frequently compared to others or vanilla humans?
Kimm 24 Oct, 2021 @ 6:37am 
Question - using both this and klickmala mod with recommended HAR and PRD ones, and every time I'm starting new game slither pawn models are spawning like several times smaller than everyone else (even klickmala pawns). Meanwhile I'm not using any mods with children or otherwise smaller models. Any suggestions where could be the problem?
Beelzebelt  [author] 27 Jul, 2021 @ 3:10pm 
@Solid Wires:
The workshop is a fickle mistress for sure. I've also had a couple times where I had to resub to a mod to force an update. Glad it's working for you now, though :steamthumbsup:
Solid Wires 27 Jul, 2021 @ 3:07pm 
@Beelzebelt
You were right, my HAR didn't update for some reason (resubbed to it). I'm glad the author added that though, as now my hairfix procedure can make more sense in PRD.
What is wrong with the workshop?
Beelzebelt  [author] 27 Jul, 2021 @ 2:52pm 
@Solid Wires:
I can't recreate this with my setup. styleTagsOverride is definitely a valid tag for styleSettings, and changing it to "styleTags" is generating errors for me when spawning pawns. Is your HAR up to date?
Solid Wires 27 Jul, 2021 @ 7:44am 
XML error: <styleTagsOverride><li>BeelzNoHair</li></styleTagsOverride> doesn't correspond to any field in type StyleSettings.
Context: <value><hasStyle>true</hasStyle><styleTagsOverride><li>BeelzNoHair</li></styleTagsOverride></value>

Slithers are spawning with hair in 1.3 and this is why. The field is called styleTags and not styleTagsOverride in HAR's style settings. It appears like your other race mods have this typo as well.
boop 24 Jul, 2021 @ 5:29pm 
can there be a patch to re-enable the eye variants from legacy?
Sari Maxwell 10 Jun, 2021 @ 12:50am 
okies! here's hoping it gets patched!
Beelzebelt  [author] 9 Jun, 2021 @ 11:43pm 
@Sarimax: I think this is an interaction between Pawnkind Race Diversification and those mods, and thus isn't something I can't fix on my end. I think the creator of PRD is considering Prepare Carefully support based on a recent comment, but I don't want to speak for them. Don't know about Character Editor.

I can't support two versions of each of my races and won't be returning to the old method of Pawnkind injection. I will support the legacy versions until late August: If the HAR framework has a major update between now & then which requires my attention, I'll patch them. However, after those few months (or if we get surprised with a 1.3 update, whichever comes first) there will be no looking back. If using PRD is still untenable for anyone at that point, they are free to take the reins to patch or even reupload updated versions of the legacy races, which will remain on the workshop in their final, abandoned form indefinitely.
Sari Maxwell 9 Jun, 2021 @ 10:32am 
So uh... the new version of your races kinda breaks Character Editor (and probably Prepare Carefully, but I wouldn't know because I don't use it since it breaks children mods)

your races are no longer a selectable race when making a new character, but instead, they replace Core humans with a random race. I'm not sure if this is intentional, but if this is a feature of the new versions of these races, I feel like you shouldn't consider the other versions of your race "Legacy" just yet.
GingysGumdrops 8 Jun, 2021 @ 6:00am 
Hey man, good job. I like it, suggestion, not saying make furries, but mammal types would be kinda kool.