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FUCKING
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
May the mod live once again.
Issues that I could have fixed but did not because of technical slash design conflict reasons
- The Neocanines will remain "none-gendered" because the way the body-types work do not allow males to have female body or vice versa.
- Body-types are an absolute fucking nightmare to work with, so the current solution is ugly but works.
- Humanoid Alien Races had undergone a major rehaul of its code and features, so there may be some issues that I've not caught yet. Report them if necessary.
Though to return them back to being binary-gendered is still on the table, it just conflicts with the lore and design of them. I need to sit and think more on it.
But please, still feel free to report bugs or other ideas. Use the forums if necessary.
Plus this won't include complete integration with Biotech as I am not sure how it will work with the DLC. Plus it is not on the unstable branch, only the code and vanilla elements that support it do.
Apparently, no other mod (on Github) fixes this, but do not quote me on this. So I could try out writing a XML Patch for this when I get the time and energy to.
that and i noticed that tails don't regrow from bioscult pod but do from healer mech serum, odd but kinda funny to have one colonist running around tailess
I'll see what I can do and investigate the issue with ideology moods. I have been meaning to ban some ideology mood buffs/debuffs due to them being rather cumbersome to fix Since fixing them requires redesigning some aspects of the race, and that takes time, and I am in really short supply of time.
Or I could just turn the binary genders back on for them.
But since there are interest to put them in transport pods. How would a transport pod with a 450 kg Neocanine even lift-off and crash into your colony, hmm?
The effective weight should be 125 kg now, just shy of 25 kg from the 150 kg capacity of vanilla transport pods as how I was told. Please, let me know of how it changes your experience, for better or worse.
With that said, I've included a link to the Discord for Humanoid Aliens Races framework at bottom of the workshop description, so you can find more race mods there, and including a channel for this mod. Be it for discussing, feedback, or reporting issues.
Though, I have to report a... bug? I think
Basically, there is no limit to how many boots one of them can wear! My colonist had 7 pairs of boots on
Then go to your options and select "Mod Settings" (green button at upper right corner), select Vanilla Expanded Framework and check "Disable Texture Caching".
Then onwards the sprites should render like how they did in previous versions. Mind it can be a bit heavy on performance. Which is why the cache exists in the first place.