RimWorld

RimWorld

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Anthro Race
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
17.679 MB
12 Apr, 2021 @ 9:40am
24 Mar @ 11:29pm
21 Change Notes ( view )

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Anthro Race

Description
Adds anthropomorphic furry animal beings into the game, as simple as that.
Now you can play with some dog/wolf people, bird/owl people , cat people, and lizard/guilmon/yoshi? people.
That or do the ye'olde Rimworld of makin' chairs outta them.

Featuring:
- Spaghetti coding
- 8 Types of Canine heads
- 7 Types of Feline heads
- 8 Types of Avian heads
- 9 Types of Scalie heads
- 6 Types of Fish heads
- 5 Types of Rabbit heads
- 5 Types of Mustilids
- 3 Types of Rodents
- 6 Types of Bovid heads
- 1 Raccoon
- 1 Opossum
- 2 Avali
- 2 Synths
- 2 Protogens
- 1 Sergal
- 3 Arthropods
- 2 Bats
- 2 Horses
- 2 Amphibians?
- 2 Skull Creatures??

Each shape of heads have 3 variant of eyes, dot eyes, oval eyes and slanted eyes
So you can say there's about 231 unique-ish head types for your colonists :D

They are all simply a single race with different heads, gotta keep it simple.

The stats shouuuuld be about the same as a vanilla pawn, there are some adjustments I made that I might've
forgotten about a year ago.

Might add eyelashes for the females in a later date.
Helmets might look kinda weird/funny on them.


Requires Humanoid Alien Races 2.0, remember to load that before this one.

Should be safe to add in an on-going game, Vanilla Expanded Framework/Faction Discovery is needed tho to actually
put them in an on-going game.

They wouldn't appear in random wanderer/podcrash/rescue events so you might wanna try using Faction Blender as
well.

Artwork by R-MK .w.)b

-[UPDATE 1]
Added a patch for Royalty.

-[UPDATE 2]
Added 7 more types of heads! With 3 variations per head so a total of 21 new heads
Adjusted newly generated faction goodwill, they have finally developed the ability to feel more hate than ever!

-[UPDATE 3 + 3.1 + 3.2 + 3.3]
1.3 update!
Patched a lotta errors and should HOPEFULLY be running fine now, at least in base form.
More testing required
Kind of sort of made a seperate hair style for future custom hairs
Also hidden the bionic/archotech/wound texture on Anthro races

-[UPDATE 4 + 4.1]
More heads :D
Fish, Bovids, Rodents and Bunssss
Also a few code fixes and enabled tattoos
Kudos to DigitalHare .w.)b

-[UPDATE 5]
Even more heads .w.)b
Sergals, Avali, Protogens, Synths and Buggos
Along with some minor adjustments
They now should have the same movement speed as a human colonist,
and their pain threshold should be the same as well now instead of tanking everything.
Also added a tongue for them, didn't realize dev added tongues in the game now.

-[UPDATE 6]
1.4 patch!
Also tried adding some hairs to test, hopefully we'll get somewhere with it
Spent a day testing and seems to be working fine now, may need more insights

-[UPDATE 6.1]
Fixed starting an Anthro scenario with Ideology inactive would cause no pawns to spawn at start
Changed AnthroBase back to BasePawn
Fixed a typo on a file name, whoops

-[UPDATE 6.2]
Changed some of their colour generation and red tint problem
Along with some weird gasmask insurgences
Thank you to NightGarux and Maru Whilby for the fixes on this!
HOPEFULLY, nothing else breaks

-[UPDATE 7]
Waddup suckas we got 8 more types of heads .w.)b
Featuring 2 Bats, 2 Horses, 2 Amphibians? and 2 Skull Creatures??
Along with 2 more hairs, honestly tho I'm kinda stumped on hair styles that wouldn't conflict with the head shape.

-[UPDATE 8]
1.5 update .w.)b
Big thanks to Bjorn0411 for the big help on what's up with it
Ran some test runs and everything seems to be working as is for now.

-[UPDATE 8.1]
Thanks to Zaljerem for some of those fixes :D
Fixed the trait error problem
Fixed wound/bionic/archotech eye misalignment problem
Adjusted social fighting damage
Made it so the colour generation are less mega vibrant
Made it so pawn generation are less mega rich, so 3 layers of armor and masterwork guns are less common

-[UPDATE 8.2]
Thanks to Arakk the BasePawn override has been changed to it's own unique ID
It should be still working on any on-going saves .w.)b

---

I know bout the top sprite cutoff, didn't really notice till ingame.
Thanks to my friend DakkPasserida for figuring out a workaround .w.)b
" I've found that there's no cutoff when enabling the Disable Texture Caching option in Vanilla Framework Expanded.
It may not be ideal for everyone, but that's an option! "


Popular Discussions View All (26)
12
23 Oct, 2024 @ 11:55pm
Thin Body Type Freezing Game
Rocklobsta
9
2
4 Jul @ 11:49pm
Body/Facial Animation mod compatibility. (suggestion)
Hornet
3
2
3 Jul, 2024 @ 2:15pm
fix for 1.5
Bjorn0411
735 Comments
Yinglet 3 hours ago 
yepeeee
R-MK  [author] 12 hours ago 
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 17 hours ago 
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 19 hours ago 
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 =(