RimWorld

RimWorld

Neocanines
70 Comments
Onyx 17 Jul @ 3:22pm 
Its me again
lechkingofdead 20 Jan @ 12:56pm 
lovly to see something reborn.
Onyx 20 Jan @ 11:52am 
LETS
FUCKING
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Irra  [author] 20 Jan @ 1:00am 
Thanks to contributor help: This mod has been updated to 1.5.

May the mod live once again.
lechkingofdead 5 Jun, 2024 @ 1:21am 
well best of luck. i just need to remember this cute mod exists.
Onyx 20 Apr, 2024 @ 10:39am 
Doesn't work in 1.5 at all, sprites just don't exist, Rip my favourite race mod :c
Foxwood 25 Mar, 2024 @ 3:34pm 
This is one of my non-negotiable must-have mods
Irra  [author] 7 Aug, 2023 @ 8:37am 
Oh boy, did an update break their necks?
Splinkus 6 Aug, 2023 @ 9:34am 
WHAT DA NECK DO!?!?!?!?!
Nicknoob243 24 Oct, 2022 @ 2:22pm 
Awesome! thanks man for the hard work
Irra  [author] 24 Oct, 2022 @ 1:50pm 
Update for the 1.4 base game has been put out. No support Biotech for forseeable future because I don't plan on getting it for the time being.

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.
Nicknoob243 23 Oct, 2022 @ 4:25pm 
And hey, don't feel pressured to get it to work with the DLC
Nicknoob243 23 Oct, 2022 @ 4:24pm 
hope that it turns out stable
Irra  [author] 21 Oct, 2022 @ 8:08am 
The 1.4 update for this mod is sort of ready, but I am waiting for the final stable release of the HAR framework so I can make last adjustments.
Irra  [author] 8 Oct, 2022 @ 3:02pm 
I've managed to develop an update of this mod for the 1.4, although I am going to hold off on it until the release of 1.4 has been confirmed, and that HAR works on 1.4. Currently, HAR for 1.4 is the development version, so I am waiting for it to be stable.

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.
Nicknoob243 7 Oct, 2022 @ 5:15pm 
That’s good I know they plan on updating it
Irra  [author] 7 Oct, 2022 @ 2:03pm 
That is the plan. This mod depends on Humanoid Alien Races, however. It is currently not compatible with 1.4, it shows me a black screen when I try to test it. I am unable to work further until HAR has done their part.
Nicknoob243 7 Oct, 2022 @ 11:59am 
Are you going to update this for 1.4?
Onyx 5 Aug, 2022 @ 5:24pm 
Hey, so, it's impossible to see a neocanine outside your colony, if you had one starting?
Irra  [author] 3 Aug, 2022 @ 1:54am 
Hey Nicknoob243, I couldn't reproduce or find the issue on a relatively vanilla setup. Do you happen to be using other mods, that may alter graphic settings, or alter how the game renders?
Nicknoob243 31 Jul, 2022 @ 1:32pm 
im 1.3 btw
Nicknoob243 31 Jul, 2022 @ 1:31pm 
For some reason the pawn texture for my neocanines look blurry
Irra  [author] 3 Jul, 2022 @ 9:59am 
That was an interesting oversight! I took a look at the XML of the biosculpter pod, the restoration cycle does only restore minor body parts like ears, tongue, fingers, toes, eyes, and noses. - Thankfully it was much simpler than I had anticipated.

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.
Acracia 2 Jul, 2022 @ 5:42pm 
enable/disable binary in mod settings maybe? other issues is that since the factions don't get added to the relations exceptions for refugee Imperium they stay permanently hostile to you (but still offer you quests??)

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
Irra  [author] 2 Jul, 2022 @ 5:35pm 
God damn, Vanilla Rimworld is a mess.

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.
Acracia 2 Jul, 2022 @ 5:22pm 
hey, for ideology DLC could you add the none gender to memes? having some funny unintended issues with Neocanines from a nudist faction wearing parkas by technicality as well as them having some (x clothes are made for opposite gender) mood debuffs
Irra  [author] 17 May, 2022 @ 4:50am 
Another update. This time it is a small change that fixes the unintended effective weight of 450 kilograms (!), not something that I had envisioned for the Neocanines.

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.
Nianor 30 Apr, 2022 @ 12:35pm 
Yay, an update! Hoping this mod is still compatible when I do get around to my next playthrough, lotta fond memories of these characters from my last few saves. The tweaks you added look pretty nice.
Irra  [author] 30 Apr, 2022 @ 9:16am 
For whom it may interest, the mod has been updated. This time it is mostly rather minor things and some major, and this is for the latest Rimworld version only.
Nianor 1 Nov, 2021 @ 7:07pm 
Ty for the update.
Irra  [author] 1 Nov, 2021 @ 4:50pm 
Update on the issue with the invisibility. It was an issue with HAR and has been fixed, it's most likely currently in the test build (available as a separate standable on workshop by same author). So if no other issues were found, it'll be fixed proper in the next stable HAR release!
CyberBatty7 23 Oct, 2021 @ 10:41pm 
Fox taur version please?
Nianor 16 Oct, 2021 @ 3:40pm 
Ahhh, good luck bughunting! And I'll probably join there sooner or later, I think I'm at the server limit right now though, I need to drop out of a dead one or two before I can hop in.
Irra  [author] 16 Oct, 2021 @ 10:09am 
I could reproduce the issue as you had described, @Nianor Skywolf. But I don't know what is causing it, so I am going to ask around with other modders if they have any idea.

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.
Nianor 16 Oct, 2021 @ 12:59am 
Random minor issue, no idea if it's something you can fix, a Neocanine with the psychic invisibility effect winds up with their lower body just not rendering until the invisibility ends, at least for me.
Nianor 14 Oct, 2021 @ 12:30pm 
Oh hey, some nice balance changes... and a fix for the INFINITY SHOES OF POWER. Was kinda hilarious seeing colonists moving at lightspeed because they were wearing seventy pairs of sandals, but definitely a good patch.
Irra  [author] 11 Oct, 2021 @ 10:06am 
An update has been pushed to public and online now. I'll post a proper description of changes soon in the changelog. It includes a bugfix related to feet, few minor tweaks, and physical endurance nerfs (minor for now).
Onyx 8 Oct, 2021 @ 10:24am 
Fair! It was hilarious crafting 20+ boots and seeing 0 colonists with them, then almost all of them on neocanines lol
Fenrir Shadowfang 8 Oct, 2021 @ 3:43am 
Saved and reloaded the file - fixed the issue
Fenrir Shadowfang 8 Oct, 2021 @ 3:40am 
I have a number of mods installed with this one and everything was working perfectly ... until today when my neocanines just shrunk to the size of baby animals -- they're tiny now and hard to see
Irra  [author] 7 Oct, 2021 @ 11:21am 
Ah! I do not play with Vanilla Expanded mods by default, but thanks for letting me know! I'll investigate it when I get the chance to, given that there are no need for alarm for this funny bug, yet.
Onyx 7 Oct, 2021 @ 11:08am 
Turns out it was from vanilla apparel expanded.
Onyx 6 Oct, 2021 @ 12:13pm 
Oooh yeah that could very easily be the thing, I'll check them tomorrow and will let you know
Irra  [author] 6 Oct, 2021 @ 7:20am 
I don't think the boots are in vanilla game, are they? If they are from a mod, then it is likely an issue caused by them. So please, let me know what the mod is so I can investigate if I can make a compatibility patch or not (then it is out of my control).
Onyx 6 Oct, 2021 @ 7:16am 
Yyyyeah lmao
Irra  [author] 6 Oct, 2021 @ 7:13am 
@AbbyAbsol what the fuck
Onyx 4 Oct, 2021 @ 7:59am 
Excellent mod, I love it!
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
Irra  [author] 11 Sep, 2021 @ 12:55pm 
Ah that would appear I was too quick to send the comment. Here is the actual working link: Vanilla Expanded Framework
Irra  [author] 11 Sep, 2021 @ 12:54pm 
@IronBlack, it is an issue with the texture caching introduced by the 1.3 update. If you want to fix that, I recommend downloading Vanilla Expanded Framework [http//Vanilla+Expanded+Framework]. Enable it.

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.
IronBack 11 Sep, 2021 @ 9:09am 
hair styles are broken.