RimWorld

RimWorld

BM's Races: Doberkins
79 Comments
BlackMarket420  [author] 45 minutes ago 
Yeah, I'll adjust those in the later update
Ros[É] 7 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] 11 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 19 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 21 hours ago 
Armors way too cool great work!
BlackMarket420  [author] 11 Oct @ 8:57pm 
It's not deleted, might be another mod conflict like the last guy did, might need to check your mods dude.
amefurashi 11 Oct @ 8:47pm 
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 11 Oct @ 7:46pm 
Wow quick response! Much appreciated! Thanks
BlackMarket420  [author] 11 Oct @ 7:22pm 
Alright, patch added, should be working perfectly now
BlackMarket420  [author] 11 Oct @ 6:47pm 
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.
o0Zeke0o 11 Oct @ 4:26pm 
are you the one that does the art? give him my congratulations to whoever did that cuz i mean the art is fucking sick
o0Zeke0o 11 Oct @ 4:23pm 
honestly i'm not sure if this mod is using any method from the framework too often or it's from the framework itself but since they're used for your mods i thought i'd leave this here

https://imgur.com/a/SZwnjbD
o0Zeke0o 11 Oct @ 4:18pm 
this mod is really cool but im ngl the framework runs kinda bad, im getting like a 1ms constant overhead with the framework, i really want to use this tho
sewnutty 11 Oct @ 2:52pm 
Well this certainly scratches a few itches....
BlackMarket420  [author] 11 Oct @ 2:46pm 
Ah yeah, planning to request a custom rendernode code that function similarly to apparels, where the graphic renders exactly how you render them per body type and sides. Already have the textures prepared, just the code's missing.
A Bat From Wuhan 11 Oct @ 2:38pm 
@BlackMarket420

Regarding the Doberman Tail not showing up on the pawns, it looks like the tail gene doesn't have a "RenderNode" like the other body parts?

I tried to add it in myself to see if it was the issue but I just don't have enough experience with this to actually do so.
A Bat From Wuhan 11 Oct @ 9:59am 
@ΔeLtA

You could use the Cherrypicker mod to disable/remove all the weapons and armor.
UncleRippu 11 Oct @ 4:08am 
@ΔeLtA "everything is clearly superfluous in my world (i try to maintain the atmosphere of the original)" what are you talking about
ΔeLtA 11 Oct @ 1:42am 
The fact that there is no CE is very unpleasant. Is there any way to disable everything related to gear? The xenotype is very interesting...but everything else is clearly superfluous in my world (I try to maintain the atmosphere of the original)
施聖愷 11 Oct @ 1:25am 
Nice
Barosz Gádžožrút 902 01 11 Oct @ 12:31am 
OMG they are so cute!
BlackMarket420  [author] 10 Oct @ 8:14pm 
I'll think about it in the future update
UncleRippu 10 Oct @ 7:42pm 
@BlackMarket420
the issue with the scenario seems to have fixed itself. maybe it was a mod conflict as it went away after i shuffled my modlist around? i dunno
but i do hope the thing with facial animations and the eye genes can get patched or something in a future update!
Kokorocodon 10 Oct @ 7:12pm 
The art style is all the way up there
Kokorocodon 10 Oct @ 7:02pm 
This is way too good for this timeline
BlackMarket420  [author] 10 Oct @ 6:09pm 
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BlackMarket420  [author] 10 Oct @ 6:01pm 
Hm, I'll look into that issue more in the later updates, no worries
CommanderPluto 10 Oct @ 5:50pm 
I will pay someone to make a patch for CE :lunar2020ratinablanket: I wanna do a pure Doberkin run so badly
UncleRippu 10 Oct @ 10:36am 
not that i can think of, as soon as i realized it wasnt letting me pass i went back and made a copy of the scenario with new arrivals instead and it worked fine. i assume if i did it with ideo turned off it would do the same but i dunno
BlackMarket420  [author] 10 Oct @ 9:02am 
Ah, yeah I remember encountering that issue as well, that was caused by the starting pawns themselves, though I already fixed that and it was working just fine now, did you do something perhaps that locked you beyond the ideo screen?
UncleRippu 10 Oct @ 8:51am 
Some things I've noticed.
- When using the Doberkin colony in scenarios, I couldn't progress past the ideo screen. I'd click next but nothing would happen. Its only with the Doberkin colony as the starting faction, other factions work fine.
- The eye genes are a bit weird with facial animation mods. Its just the eye dots showing up over the animation eyes. I don't know much about FA, but I assume a patch would fix this.
kittyshusky 10 Oct @ 6:44am 
@BlackMarket420 Far as I know facial animation comes with default facial components like eyes mouth brows etc., but with your high quality artwork you can easily create your own textures for these parts and add them to the framework. Mods like Cindergarden did a great job merging into FA, you could do the same! Would love to see some expression when doggies get their head patted ;)
Arkalon 10 Oct @ 5:35am 
can confirm this cause the age old incident holdup with WEF loaded, didn't even get the colony naming event, I ain't blaming BM for this, just leaving that as a disclaimer
DàaBredala 10 Oct @ 5:21am 
Wanted to try the mod, unfortunately encountered the same error as power down there. Really wanted to fill my Rimworld with more races for even more variety but well, guess I'll come back a few months from now to check if it gets fixed
UncleRippu 10 Oct @ 3:55am 
@BlackMarket420 i hope you can get it to work, it would be veri cute~
BlackMarket420  [author] 9 Oct @ 9:01pm 
It supposed to have a visible tail, but the rendering code just bugged out during that time, might be planning to bring it back once I got a working code for it.
UncleRippu 9 Oct @ 8:10pm 
is the tail not meant to be visible?
EXistenZ 9 Oct @ 6:50pm 
Good. Now i have another xenotype on my blacklist to exterminate, these vile doberman dogs.😈
power 9 Oct @ 5:21pm 
Trying, getting a error of "2" probably just too long. Gonna try posting them a few at a time when I'm not barred from posting.
BlackMarket420  [author] 9 Oct @ 5:07pm 
Do you have the error logs with you? Kindly post them in the discussion tab and I'll see what's causing it
power 9 Oct @ 4:58pm 
Having a issue getting past the scenario scene after downloading this, thinking it might have to do with mods conflicting, but I wouldn't know where to start.
Tanya Von Degurechaff 9 Oct @ 4:56pm 
havent even tried the mod yet but i can tell imma have a great time with this and i love the the armors and weapons. looks great
BlackMarket420  [author] 9 Oct @ 4:41pm 
That'll be the plan indeed, you'll have to wait a little bit for the upcoming update
SanDimas 9 Oct @ 4:31pm 
cool brother, dont want to annoy you, but will you make army of fetid update?
Sushima-Carmine 9 Oct @ 3:59pm 
Was looking forward to this when you posted concept art in the CVN Discord. When will we get a dedicated action to pet the Doberkin? d:

Thank you for your work!
BlackMarket420  [author] 9 Oct @ 3:33pm 
@kittyshusky, probably. Not really sure how the facial animation works, but I didn't add anything complicated with the face, so I think it's doable to add an animated face it you want
Manu30 9 Oct @ 7:39am 
I love, I love, I loveeeee
kittyshusky 9 Oct @ 7:29am 
Is the face texture compatible with the facial animation mod by NL, or is it possible to use the faces from your concept art, instead of the comma-eyed vanilla faces?
Fibre🌹 9 Oct @ 12:51am 
This is an amazing mod, thank you for this! :dogmeng: