RimWorld

RimWorld

Anthrosonae
1,274 Comments
VoXtheSergal 17 Aug @ 6:17pm 
Lmao, thanks <3
Milei 16 Aug @ 11:59pm 
lol
VoXtheSergal 14 Aug @ 11:39pm 
No Sergals? :<
Grammatik 13 Aug @ 11:42am 
wah's are great
NekoFreak 12 Aug @ 11:46am 
holy shit i have been searching for a mod like this for some time, thanks for the banger
TillaSiren 11 Aug @ 5:58pm 
Ah, don't personally like the change. But I suppose its understandable.
Willow  [author] 11 Aug @ 5:33pm 
(At least in furry circles, and for lack of a better alternative name)
Erin  [author] 11 Aug @ 2:20pm 
@TillaSiren
- Because there's normal pandas now and red pandas are often called wahs.
TillaSiren 11 Aug @ 2:04pm 
Hi I'm mildly curious did we change the Anthropanda to Anthrowah on purpose? and if so... why? it feels like a weird thing that I just noticed since re-adding for 1.6
Willow  [author] 11 Aug @ 10:58am 
Fixed.
Willow  [author] 11 Aug @ 10:40am 
@daz_ian
Oops, fix soon.
daz_ian 11 Aug @ 9:31am 
The recent update created new red errors where it's trying to patch ghouls and, because I don't have Anomaly, failing. I fixed it locally by changing MayRequire to IfModActive in LoadFolders.xml.

https://gist.github.com/HugsLibRecordKeeper/1f94621d79acb745aa2b4ec24a864875

[Anthrosonae - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/MutantDef[defName="Ghoul"]/disablesGenes"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2902258418\Anomaly\Patches\Mutants.xml
mikester112 11 Aug @ 8:56am 
oh man that whole exchange about CE compat, least entitled mod user
Willow  [author] 11 Aug @ 7:10am 
@Lollipop
Dude don't "oh I was gonna help you but now I'm not gonna", that's so childish. I don't think we want your help anyways.

Not to mention that Erin and I don't live and exist to work on this mod (we have a lot of other things we are busy with), so yes we usually commission Taranchuk to do our C# while we're at work, or creating assets in Illustrator, or doing commissions for other people.
Willow  [author] 11 Aug @ 7:05am 
@Dragonlord413
I'm unsure if that's something we can fix at the moment, I've personally just been ignoring it in my playthroughs.
Erin  [author] 11 Aug @ 6:15am 
@AppliedThanatology
- thank you for telling us there's errors but you're not providing a log so we legit can't do anything. I have anthrofur genes on a custom race and have no errors.

Please provide a hugslib log and we may be able to do something.
AppliedThanatology 11 Aug @ 5:14am 
Getting errors whenever an anthrofur gene is selected on custom race. Seems to be connected to the head bits, as going into Character editor on the defunct pawn and selecting non-vanilla head type fixes it.
Dragonlord413 9 Aug @ 10:46am 
Sigh..... i figured as much thank you for responding Erin T_T
Erin  [author] 9 Aug @ 10:32am 
@Dragonlord413
- No, not at the moment. That would require some fuckery with textures and I don't know how possible or easy it actually is.
Dragonlord413 9 Aug @ 10:19am 
love this mod the only thing that bothers me is that with some helmets the muzzle sticks out iv tried to ignore it but with my fox pawns out in space with vac suits having there muzzles sticking out of the helmet just ruins it for me is there a patch or something to fix this or a style mod anyone knows i don't want to stop using this mod just because of end game gear not looking right
Therion_TheRuiner 9 Aug @ 2:43am 
@Lollipop - well that's sad man, why are you bullying modders of such a cool mod? all of your takes look bitter tho, be nicer, not meaner
Erin  [author] 9 Aug @ 2:23am 
@Lollipop
- We have said countless times in the comments that we can work on CE compatibility but neither of us just have spare money to throw around like that, especially considering the state of the current world.

The fact that Taranchuk is an author of pawn editor means nothing; he would actually happily add CE compatibility. The fact that you think he would refuse to add a compatibility patch for a "competing mod" is kind of silly. The more compatibility we have, the better. It's why we still continue to work on this mod.
Erin  [author] 9 Aug @ 2:23am 
@Lollipop
- No, we don't want people to pay for our mod development. Your comment just came across as quite rude. Neither of us have the skills to be doing complicated C# work; I have tried myself. It would take a very long time for me to be able to manage the kind of work that Taranchuk does.

The reason we dropped CE compatibility is because it grew to be annoying to work with the way we render the fur colours. Don't forget in 1.5 the pawn renderering got changed. It was easier at that moment in time to use Pawn Editor as the main compatibility as both of us preferred to use it.
Lollipop 8 Aug @ 6:23pm 
Also to make it very clear Taranchuk is one of the authors for Pawn Editor, so you saying by paying them to add compatibility means honestly nothing.

Why would a competitive mod author add compatibility patch for Character Editor?
Lollipop 8 Aug @ 6:11pm 
I beg your pardon? I'm just telling the public comment section what they want to know, CE compatibility was killed, It's clearly evident in your source files.

Saying "Pay for it and I'll add it til we consider paying it ourselves" is probably one of the most disrespectful thing you can just ask someone outright.

There are IN FACT free IDEs and compilers out there so to say C# isn't free is erroneous. Be a little more straight forward and just say you want people to pay for your mod development.

I was genuinely thinking of dropping some code suggestions to refactor your entire mod with Biotech to apply furColors VIA genes but now you've ruined my opinion of this mod with your awful take.
Erin  [author] 8 Aug @ 6:15am 
@Lollipop
- would it really be too difficult to be nice? Character editor is incredibly annoying to work with, and C# isn't free. Neither of us have the skill to do it, so unless you're willing to pay Taranchuk to do it, then you have to wait until we can.
KittyShipperCaveGirl 8 Aug @ 12:43am 
SNOW LEOPARD HECK YES now I just need to find a mod that adds xenogenetics for being a somehow living plushie and I can have my sona in rimworld
Willow  [author] 7 Aug @ 8:59pm 
@Lollipop
We might support it again in the future but no promises; Character Editor is really fucky with our rendering code.

But hey, if you'd like to cover the cost of paying Taranchuk to add support for it, be my guest.
Willow  [author] 7 Aug @ 8:56pm 
@yeenyote
It's possible. I can't say for sure if or when, though.
Lollipop 7 Aug @ 8:38pm 
Came back to this mod just to see they killed any sort of patch with Character Editor from the original 1.4 release of this mod in favor for Pawn Editor.

Would it really be too difficult to just add a compatibility patch in your DLL for both?
yeenyote 2 Aug @ 10:59pm 
this is amazing tysm! do you think theres any chance you could add jackals? id love to see them in this mod
AVorion 31 Jul @ 11:57am 
Ура, акулы! Спасибо огромное!
Willow  [author] 30 Jul @ 12:57pm 
Ideology's styling bench, pawn editor, or a gizmo will appear in the same area as the draft option whenever dev mode AND god mode is turned on.
Erin  [author] 29 Jul @ 8:23am 
@Hazardous @Katto
- Pretty sure there's a special gizmo for when you enable dev mode, though I can't remember where it pops up. Pawn Editor is what we generally use.
Hazardous 29 Jul @ 7:55am 
How do I change a pawn's skin color in character editor? The normal method isnt doing anything and I cant seem to mess with genetics without making an entirely new species D:
Katto 25 Jul @ 9:38pm 
Love your work with this. Been a very long time since I've played with this mod and I'm wondering how to change fur colors? The way I usually remember it working is a little different, so I'm stuck with a limited option atm
Madame Tsuyu Roxy's Wife 25 Jul @ 7:50pm 
The December 22nd 2024 version of Anthrosonae on Skymods works
Madame Tsuyu Roxy's Wife 25 Jul @ 7:39pm 
When running 1.5 with nothing but:
Pre-Patcher and/or Harmony
Core
Royalty
Ideology
Biotech
Hugslib
Vanilla Expanded Framework
Anthrosonae

A baseliner pawn losing their head will cause all pawns to become invisible on the map, so long as the headless pawn is on screen. The log will fill with the error:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Anthrosonae.PawnRenderNode_GraphicFor_Patch.Postfix (Verse.PawnRenderNode __instance, Verse.Pawn pawn, Verse.Graphic& __result) [0x00033] in <c387561ec1c645cbbd2ae156a17fde10>:0
ConkerZao 25 Jul @ 5:42pm 
I love your designs and mod, thanks for sharing :BL3Thumbsup:
R E D L I N E 24 Jul @ 8:20pm 
@Erin weeeelll I was just thinking about caracal face markings and tufted ears

I realize it's not a common species so they could double as a lynx 🙄I GUESS 🙄
Willow  [author] 24 Jul @ 6:09pm 
@KIT_KATTEN
The next species I'd like to do are possums. As for when? Dunno, we'll see.

@Seraphim
I'll look into it.
Erin  [author] 24 Jul @ 4:28pm 
@R E D L I N E
- Depends if we're both free, and how much work it would be to do. <3

@KIT_KATTEN
- We literally just added a few, we don't have any others ready right this second.

@Seraphim
- Doubt we're going to be doing much more for 1.5.
KIT_KATTEN 24 Jul @ 1:57pm 
hows the progress on other species any that are currently in the works? being finished? or are pinned for the future?
R E D L I N E 24 Jul @ 8:22am 
hold up the goats were a commission?

...how much would yall want for an extra variant of the feline ears and face markings?
Seraphim 23 Jul @ 11:06pm 
Ive been having this issue ever since the most recent update for this mod (still playing in 1.5) where almost every time a pawn dies, whenever their corpse is on screen every pawn and animal becomes invisible (including the corpse), and it seems to be regardless of whether or not a pawn has any anthrosonae genes
Therion_TheRuiner 23 Jul @ 9:31am 
@LunarstarFurry as long as I know, yes, this is a very lightweight mod despite being so versatile and hight quality, so there's only options about debug, gene inheritance, and a few other small things
LunarstarFurry 23 Jul @ 8:17am 
Is the Vanilla Expanded Framework settings the one in the game options?
Willow  [author] 23 Jul @ 6:52am 
@scradam
Not that I can think of but thank you so much! I'm glad you like how this mod is put together!