RimWorld
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Anthrosonae
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Mod, 1.4, 1.5
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Actualizado el
19.469 MB
15 DIC 2022 a las 14:50
20 OCT a las 8:34
11 notas sobre cambios ( ver )
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Anthrosonae

Descripción

Anthrosonae are a category of xenotypes designed to resemble various anthropomorphized animals, ranging from foxes to dragons, cats to wolves, et cetera. While they look quite different, generally they are functionally identical to baseliner humans. Related xenogerms are commercially available among many spacer-tech and ultra-tech societies, often as part of an exotic fashion trend or to affirm an individual's identity. Contrary to popular belief, anthrosona genes are engineered from the ground-up without any splicing from their animal counterparts.

Anthrosonae is a successor to the Anthromorphs project. It is designed to blend in seamlessly with vanilla content. No unnecessary items, factions, or mechanics will be added. Genes are purely cosmetic.


11 new xenotypes—cats, cattle, foxes, goats, hyenas, red pandas, wolves, etc...
47 new genes—ears, fur, tails, horns, etc...
14 new hairstyles
Fur color customization—including Pawn Editor and styling bench integration (you can also customize via gizmo in dev mode, with god mode enabled)
In-game generation—anthrosonae pawns will generate among vanilla factions (and Vanilla Expanded) and events
Anomaly compatibility—ghouls, shamblers, etc...


Toggleable patches are located under Vanilla Framework Expanded in the mod options tab.

Enable inheritability determines whether anthrosonae genes are endogenes that can be passed on, or xenogenes which cannot (requires either resetting pawns' genes via dev mode, or a fresh save, disabled by default)
Enable unnatural fur colors determines whether anthrosonae pawns will generate with exotic fur colors (does not remove exotic fur color options from customization, enabled by default)
Enable debug pawns determines whether anthrosonae pawn kinds exist or not, for debugging purposes (spawnable via dev mode, disabled by default)


Avery, aka Kamikaze—design, XML, technical art, showcases
Erin—in-game art, hero art Discord[discord.com] Patreon[www.patreon.com]
Taranchuk—C#, technical art

RimWorld is owned by Tynan Sylvester.

Some of the assets used in the showcase images were made by Oskar Potocki.

Facial Animation Patch

(CC BY-NC-ND 4.0)[creativecommons.org]
Discusiones populares Ver todo (2)
2
4 SEP a las 5:35
Issue With Big And Small
Rilln
4
24 NOV a las 18:35
Compatibility issue with "Vanilla Races Expanded - Lycanthrope"
Legeden
978 comentarios
torse hace 8 horas 
thank you so much for updating this, it's my absolute fav rimworld mod :stardrop:

is there a way to switch whether ears/tails are tied to skin vs hair color?
or is there any plan of making that an option?
I would use the fur but some face details dont show over it :(

no worries if thats not in your plans, I think I can figure out how to manually edit it
Red Hawkfield 27 NOV a las 20:26 
Oh my goodness! I am so happy to have a hyena xeno :)
Erin  [autor] 27 NOV a las 18:44 
@Revlis
- Would be cool but it's up to Avery :)
Revlis 27 NOV a las 18:09 
will protogen be in the future? we could totally exist in the rimworld setting
BaumBastic 26 NOV a las 21:38 
@[Auto/Doll]-RGNT @R E D L I N E

I'll try it out and update
R E D L I N E 26 NOV a las 21:05 
Xenotype Spawn Control worked for me in my last 1.5 100-hour or so archonexus playthrough, but that's just my experience, maybe I don't use some popular mod that others are using which conflicts with XSC ¯\_(ツ)_/¯
[Auto/Doll]-RGNT 26 NOV a las 17:15 
@BaumBastic I am unsure if this mod still works, but Xenotype Spawn Control was very useful for me to set something like that back in 1.4.

I set the different factions to have different anthrosona spawns, stuff like Dragons and Gryphs spawning exclusively with the Empire, Deer and Bunnies spawning exclusively in Tribes, Wolves and Foxes spawning exclusively with Outlanders, stuff like that.

I'm unsure if it still works with 1.5, I'm seeing some comments say it doesnt and some saying it does, so try it at ur own risk
Avery  [autor] 23 NOV a las 6:04 
At some point I'd like to make separate factions using these xenotypes (probably enabled via mod option), I'm just not 100% on what I should do for them.
BaumBastic 22 NOV a las 19:40 
I wonder how hard it would be to find a modder that would create individual tribe/factions in game based on the xenos. Obv paid, but I wonder if one would.
AVorion 22 NOV a las 10:36 
+ one more who wants to see the shark genes :)
Thanks for the quality mod and the fact that you, unlike many, grouped xenotypes (I'm not very good at English, but I hope the meaning is clear)

I've also got a problem. In the mod menu of the Character Editor I can no longer change the colour of pawns with the genes of your mod :(