RimWorld
82 oy
Ankha Race
3
   
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Mod, 1.4, 1.5, 1.6
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35.586 MB
26 May 2023 @ 20:57
23 Ağu @ 15:23
26 Değişiklik Notu ( görüntüle )

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Ankha Race

Açıklama
Ankha - An Cat-like Race
A HAR race.

This mod adds a cat-girl Ankha race to the game.

Feedback is greatly appreciated.


== 1.6 Update Progress ==
  • Updated to 1.6.

== Future Development (Tentative, no promises) ==
  • Pawn Harvestables
  • Racial Ability/Ritual
  • Custom hairstyle
  • Signature snake head ornament
  • Starting Scenario
  • Custom Quests
  • Desert/Egyptian style furniture (not likely considering my lack of artistic ability)


== General Race Information ==
In General, Ankha behave similarly to humans with a few notable differences (besides appearance):
  • Ankha have a life expectancy of 200 years.

  • Ankha are more likely to have multiple children and are pregnant for a few days less.

  • Ankha have a minor cold and heat tolerance.

  • Ankha have a slightly higher social impact.

  • Ankha have claws and can do scratch damage.

  • Ankha move slightly faster.

  • Butchering an Ankha yields light leather.

  • Ankha cannot be ugly.

  • Ankha are relatively rare. There should be about 1 Ankha for every 5 Humans.

== Visual Features ==
  • The Eyes, Ears, and Tail have custom bionic textures (and archotech textures for eyes).

  • The eyes have a blink animation that will periodically play when a pawn is awake.
  • The eyes will close when a pawn is asleep.
  • (Note: Bionic/Archotech eyes do not animate and will remain open when asleep)

  • The tail has a swaying animation that will periodically play when a pawn is awake.
  • (Note: Bionic tails do not animate)

  • The Mouth will change depending on a Pawn's mood. From a deep frown to a slight smile.

== Customization Options ==
  • Eye and Tail animations can be turned off. Having a large number of Ankha pawns can cause slowdowns when the animations trigger.
  • Mouth textures can be turned off.

== Restrictions ==
  • Most genes with visual impacts (Head, body, ears, tail, color, etc) have been disabled. This is because I do not have compatible textures for them or they would clash with the race aesthetic.


== Compatibility ==
  • Royalty Compatible
  • Ideology Compatible
  • Biotech Compatible
  • Anomaly Compatible
  • Odyssey Compatible
  • Likely incompatible with facial animation mods.
  • I have not written a CE patch.

== Changelog ==
See the Change Notes.

== My Other Mods ==
MonsterGirl Races: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1992614103
Skrix: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2267078474
Craftable Mechanoid Weaponry: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3227986775
40 Yorum
Alpik 7 Ağu @ 3:03 
Hello, I was wondering if it would be more logical for the Egyptian cat to have good heat tolerance for deserts.?
razar1  [yaratıcı] 19 Tem @ 11:47 
np! Glad you found the issue.
Bee_of_Awesome 19 Tem @ 3:18 
found out what it was
hall urgently has a bug at the moment just found it in the logs on another pawn that was doing the same thing sorry for the bother
Bee_of_Awesome 16 Tem @ 3:03 
after reloading today that pawn seems to be working fine and no errors related to them in the dev log
i have my player-prev log from yesterday if its any help but I'm not sure if that's what your after.
pawns name was Aspietes and they literally just died from an arrow shot to the brain so I'm not getting any more testing till i get another ankha pawn
razar1  [yaratıcı] 15 Tem @ 14:47 
Get any errors in your logs?
Bee_of_Awesome 14 Tem @ 23:38 
My colonist seems to constantly just wonder and not work unless forced to
fully assigned and nothing that seems to be stopping them other pawns work normally around them
razar1  [yaratıcı] 11 Tem @ 9:05 
Thanks! I did indeed forget the LoadAfter.
tide{S}haper industries 9 Tem @ 23:57 
Heads-up!

You forgot to add a loadAfter rule for HAR in your About.xml - so mod-managers are not sorting your mod correctly. Having a dependency alone set is not enough for proper sorting!

In addition - but that's more a subjective decision... right now your 100MB mods consists of 80MB data just from three different source-folders you have in your mod. That's something 99.9% (probably more) of users never will have any need of. Your decision how to handle your mod, but I personally would recommend keeping the source on somewhere like Github and not putting it into the mod itself. Right now, keeping this practice, your mod will grow by 50+ MB each major game update...
lak the joyful 8 Tem @ 13:26 
Heard
razar1  [yaratıcı] 8 Tem @ 10:12 
I'd prefer if you didn't.