RimWorld

RimWorld

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BM's Races: Doberkins
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Mod, 1.6
File Size
Posted
Updated
12.603 MB
7 Oct @ 6:40pm
11 Oct @ 7:19pm
3 Change Notes ( view )
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BM's Races: Doberkins

Description


Greetings y'all! BM's the name and I'm here to present my new hyper-fixation, the "Doberkins", it took literal months of rendering and coding, but finally, I made my favorite xenotype.

The Doberkins are inspired by Anu the doberman girl (made by Junk Zero, God bless him), and also added elements from the Kerberos saga and Cyberpunk for the rest of the mod content (like weapons, apparels, faction, back stories, ect.).

The conception of the Doberkins were meant as an alternative for the hussar xenotype, since the Doberkins were designed as natural soldiers that rarely breaks down from a mental break, good at combat, and doesn't have that annoying drug dependency, all while sprinkling some light-heartening stuff like affection from their destined lover similar to Anu.

There'll be more stuff to be added in the later updates, so for now, here's the playable version of the Doberkin Xenotype.
































































Q: Is it safe to add mid game?
A: Probably.... Though you need to enable the faction to appear mid game, I think VE Framework can help you with that.

Q: CE compatible?
A: Nope, ask the CE bois instead.



- Special thanks to the bois from CVN for the vital codes needed for this mod, specially Shun The Witch and Sandwish, you guys are the bomb :3

- Special Thanks to Junk Zero for the spark of inspiration that lit-up this hyper-fixation of mine.

- Special thanks to Ludeon Studios for making Rimworld



Update 1.0
- Added some balancing measures on some of the genes of both the doberkin and alpha doberkin xenotypes, you might need to reset the two xenotypes via dev mode just for the effects to take place.
-Fixed the projectile trajectory of the commander sidearms, alongside fixing the graphics of both the comrade arms and commander sidearm.

Update 1.1
-Added a patch that allow the DF multi analyzer to be linked to the high tech research bench







Simplified Chinese:https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3583162480&searchtext=dober

[ko-fi.com]



Popular Discussions View All (1)
7
11 Oct @ 6:02pm
Unable to get past scenario screen.
power
78 Comments
Ros[É] 4 hours ago 
Btw, why is the shotgun heavier than the AT rifle and MGs? I feel like the AT rifle and MGs should be the heavier ones...
Ros[É] 9 hours ago 
Hi, me again, smart weapon projectiles seem to be blocked by open doors, and blocked by walls pawns with smart weapons are using as cover.
amefurashi 17 hours ago 
Ah, it certainly wasn't gone.
I think the prerequisite mod, Pandora's Framework, was still at an old version. I did a clean install of everything and it was resolved.
Apologies for the trouble.
Cheemo Pasta 19 hours ago 
Armors way too cool great work!
BlackMarket420  [author] 21 hours ago 
It's not deleted, might be another mod conflict like the last guy did, might need to check your mods dude.
amefurashi 21 hours ago 
As always, a highly finished and wonderful mod!
By the way, has the K9 affection gene been deleted? If so, will it ever come back?
GucciestNucci 22 hours ago 
Wow quick response! Much appreciated! Thanks
BlackMarket420  [author] 23 hours ago 
Alright, patch added, should be working perfectly now
BlackMarket420  [author] 23 hours ago 
Ah, right I forgot to add a patch that adds the DF multi analyzer to be linked to the hightech research bench. One moment, I'll add in the patch shortly
GucciestNucci 11 Oct @ 6:07pm 
Is there a special trick to getting the DF multi analyser to work with a high tech research bench? I can't seem to get it to link together.