RimWorld

RimWorld

[1.2 Only] Anthropomorph - Combat Extended Patch
31 Comments
gudroonn 7 Aug, 2021 @ 1:38pm 
Please update the mod, not everyone has the ability to put CE from Steam
Waether  [author] 6 Aug, 2021 @ 3:59am 
Patch is now part of CE 4.1
NobodyNeuOnyx 30 Jul, 2021 @ 1:03pm 
Thanks for this, you're awesome!
Waether  [author] 30 Jul, 2021 @ 10:42am 
I'll post a comment as soon as CE gets updated with this patch.
gudroonn 30 Jul, 2021 @ 4:10am 
as soon as the patch is ready, will you post it here?
Furfante 30 Jul, 2021 @ 1:51am 
Cool, ty ty
Waether  [author] 29 Jul, 2021 @ 11:49pm 
Patch is merged, probably will come out with the next CE release. If you cannot wait for the next release you can download the patch from here :
https://github.com/CombatExtended-Continued/CombatExtended/tree/Development/Patches/Xenohumans%20-%20Anthromorphs
Furfante 28 Jul, 2021 @ 6:59pm 
Awesome, can we get a comment here once that patch goes through?
NobodyNeuOnyx 25 Jul, 2021 @ 12:23pm 
Oh, interesting! I'd love to see what kind of quirks come with different kinds of xenohumans in the future.
Waether  [author] 25 Jul, 2021 @ 12:05pm 
Yeah on the user side there isn't much difference between a regular pawn and a Xenohumans. On the code side, however theses are two different entities with two different names. CE cannot know in advance the name of all races and what kind of stats they need.
Right now they have the same stats as humans. I've tried to give claws to some of them, but it made every social fight end in a bloodbath.
I'll probably take another look at it when CE implements night vision.
NobodyNeuOnyx 25 Jul, 2021 @ 11:42am 
By the way I'm curious, why does this even need a patch? I was under the assumption animal people were same as usual colonists, just... looked different. Do anthromorphs actually have different 'stats'?
Mortagon 25 Jul, 2021 @ 10:32am 
Excellent, thanks!
Waether  [author] 25 Jul, 2021 @ 6:14am 
The patch is currently waiting for approval on Combat Extended Github. I'll mark this mod as incompatible with combat extended as soon as the patch is approved.
https://github.com/CombatExtended-Continued/CombatExtended/pull/854
Mortagon 24 Jul, 2021 @ 11:12pm 
1.3?
NobodyNeuOnyx 22 Jul, 2021 @ 2:18pm 
OH, that'd be pretty sweet!
Waether  [author] 22 Jul, 2021 @ 2:16pm 
@Neuronyx Github is a tool for collaboration between developers. It means you wouldn't need this mod as the patch would be included in CE, same as most mods.
NobodyNeuOnyx 22 Jul, 2021 @ 2:12pm 
Sadly I'm not sure how github works so I dunno what that means but thanks for the quick response either way!
Waether  [author] 22 Jul, 2021 @ 1:22pm 
@Neuronyx Don't know I haven't played with 1.3 yet. If this mod needs any updating I'll probably do a pull request on CE github with said update.
NobodyNeuOnyx 22 Jul, 2021 @ 12:18pm 
Does this still work?
Nona 31 May, 2021 @ 10:50am 
In case anyone wants to use these with the Hardcore SK modpack:
go into /Defs/ThingDefs_Races/'Races_Anthromorph.xml' (of the Xenohumans Mod, not this Patch)
and replace "BasePawn" with "SK_BasePawn" everywhere

also feel free to make this a workshop item
2Fort Entity 19 Apr, 2021 @ 1:05pm 
@Waether Nevermind, i reinstalled Rimworld and that problem got fixed... Anyway, thanks for your respond!
Waether  [author] 19 Apr, 2021 @ 12:14pm 
@TheSuspectOne Strange, since it's one of the few things this patch is supposed to do. Could you share your load order? Hugs Log would also be cool (Ctrl+F12).
Btw, I'm currently balancing claws for Felinemorph & Dragomorph, will probably make it optional since social fights tend to end up in a bloodbath.
2Fort Entity 19 Apr, 2021 @ 10:21am 
I got a bug: The inventory tab of anthromorphic pawns don't have bulk and weight so can't order my colonist to hold anything in his inventory.
Willow 4 Feb, 2021 @ 11:33pm 
Thanks for the patch! We linked it in the mod's description. :)
Frost, Hell Jumper 4 Feb, 2021 @ 8:31am 
@Vasiliy Tomatov good man you speak the truth.
Dashwood 3 Feb, 2021 @ 11:40pm 
Thanks!
Waether  [author] 3 Feb, 2021 @ 8:21am 
@DOK I'll take a look at it this weekend, with a bit of luck the previous CE patch only needs some small tweak to work again. I'll send you a pm when I have a better idea of what needs to be done.
DOK 3 Feb, 2021 @ 7:18am 
@Vasiliy Tomatov, Manners are never a waste!

@Waether Thx for the patch. May i ask, what do you think about patching this mod

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2034103876&searchtext=predator
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1773036608

was my favorite in 1.0 :steamsad:
WizardOfZinks 3 Feb, 2021 @ 4:24am 
I would expect better from a tomato
Waether  [author] 2 Feb, 2021 @ 7:44am 
That's one way to ask for a patch. If you want one that badly I suggest taking a look at how CE patches vanilla weapons and replicating it. It's not exactly complicated. Use any weapon config and when it's working, tweak values / ammo.
Dustin Echoes 2 Feb, 2021 @ 1:15am 
Yeah they made a patch for this abomination, yet lovely 21'st century gun pack is not pacthed.