RimWorld

RimWorld

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Bun Race
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
5.685 MB
24 May, 2020 @ 10:55pm
10 Apr @ 7:15pm
52 Change Notes ( view )

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Bun Race

Description
This is a relatively simple race I created mostly for my own use. However, I did put a decent amount of work into it, so I figured I would release it.

This is inspired by Runne and Latki's Rabbie The Moonrabbit race, though more in practical terms than conceptual, and I certainly wouldn't have managed it without their mod as a model to work from. So credit where credit is due.

Compared to the Rabbi, the Bun are much more straightforward and 'vanilla'. Though their stats do differ from the standard humans, they do not come with any unique backstories or technologies at present. This is a deliberate choice, and even if such things are added in the future, they are unlikely to significantly deviate from the standard Rimworld examples.

*This is no longer needed as of 1.3*
As a note: The mod does come with a set of tribal and outlander Bun factions, but their minimum occurrence is set to 0. This means that normally they wont show up unless another mod increases the total number of factions high enough for them to appear randomly, or just increases this number directly. I usually use [KV] Faction Control - 1.1.
*This is no longer needed as of 1.3*


This supports Animal Armor: Vanilla - https://steamproxy.net/sharedfiles/filedetails/?id=1743423205
As well as Animal Equipment - https://steamproxy.net/sharedfiles/filedetails/?id=2568865984
If you have one of those mods, the scarf, clothes, flak, plate, and powered armor and helmets are equipable by the bun-dogs. The bridle from Animal Equipment is also supported.

Now with built in Combat Extended patch! (let me know if you see any bugs)

Now with built in 'A Dog Said...' patch!

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Adds the Bun race to Rimworld. Buns come in both tribal and advanced flavors. Buns are smaller and weaker than humans, but have powerful legs that make them blazingly fast and allow for dangerous kicks.

- Buns are roughly 15% smaller than humans
- They eat a bit less (0.85 hunger rate)
- They carry less (65 carrying capacity)
- They're slightly less resistant to cold (Min comfy temp 18)
- It takes them longer to do things (0.85 global workspeed)
- Buns are cute and fluffy. (1 natural beauty)
- Buns are panicky and somewhat neurotic. (Mental break threshold 0.4)
- Buns are *blazingly* fast. (Move speed 6.5)

Dependencies:
- Humanoid Alien Races 2.0

Credits and thanks:
- erdelf for the Humanoid Alien Framework
- ireth92 for the use of their Beutiful Bodies body texture as a resource
- Gloomylynx for the use of their wonderful gloomy hair and face textures as resources
- Everyone on the Rimworld Alien Races discord for their help, especially gouda quiche and Roskii
- Röstli for writing an Alpha Biomes patch
- darkmiz for their improved male bun body texture
- RabbitChain for their 'A Dog Said...' patch (I didn't actually ask before including it, but it seems abandoned. Sorry if that's not the case!)

Popular Discussions View All (7)
7
3 Jul, 2021 @ 5:35pm
Conflict with hospitality
Lord
4
14 Mar, 2022 @ 7:07pm
Bun colonists dying with small injuries
merc_birb
4
5 Nov, 2022 @ 7:48pm
Bun and Children and Pregnancy issue.
Zoid
513 Comments
Spanky_H  [author] 27 Jul @ 9:59pm 
Ahhh, that would explain it. I'll see about incorporating that soon!
JoJo 27 Jul @ 5:21pm 
Nevermind... For completion's sake I added (Shaggy) BunDogs as spawning Animals for Aspen and Grasslands. Not for boiling though since it feels a bit too hot for them.
And I removed the unneeded OperationSequence for the boiling patch.

Updated Patches:
https://pastebin.com/Rv64SLVd
JoJo 27 Jul @ 5:11pm 
So I figured it out after writing my own little mod to get to the bottom of that error (Fun eight hours of my life :D).
It wasn't my save after all but the biome my colony is on.
It basically is a compatibility Issue with the ReGrowth Mods.
I wrote some patches to include bun dogs as allowed trading animals and I could get caravans again.
Pastebin with the patches:
https://pastebin.com/wtuS6mf0

I only patched AllowedPackAnimals so no natural spawning will occur. But feel free to use or modify them however you wish while I enjoy my once again arriving caravans. :)
Spanky_H  [author] 26 Jul @ 7:08pm 
No worries, thanks for letting me know! :)
JoJo 26 Jul @ 6:47pm 
Nevermind, somehow only my save file has this problem. A new save generates caravans just fine... Now to figure out what causes this...
Thanks for the quick response and sorry for bothering you.
Spanky_H  [author] 26 Jul @ 5:13pm 
Hm. I'm not really sure. The civil bun tribe faction definitely has a pawngroupmaker for trade caravans. If you have any mods like maybe hospitality or something that might affect how visitors are generated, that might be it. I tested with just the minimum stuff and I was able to generate a shaman merchant caravan just fine.

Let me know if you narrow it down! :)
JoJo 26 Jul @ 4:53pm 
With other caravans I mean by other factions.
Only Bun Caravans don't work.
JoJo 26 Jul @ 4:23pm 
Hi,
I'm having a problem with caravans from a bun tribe. Namely I get this error and no caravan:


Faction Treaty of Miñoca of def BunTribeCivil has no usable PawnGroupMakers for parms groupKind=Trader, tile=496203, inhabitants=False, points=898, faction=Treaty of Miñoca, ideo=, traderKind=Caravan_Neolithic_ShamanMerchant, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneDowned=False, seed=, raidAgeRestriction=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
RimWorld.PawnGroupMakerUtility/<GeneratePawns>d__2:MoveNext ()
System.Collections.Generic.List`1<Verse.Pawn>:.ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>)
System.Linq.Enumerable:ToList<Verse.Pawn>


Are there any incompatibilities that could cause this specific error? Other caravans work fine.
Spanky_H  [author] 25 Jul @ 6:13pm 
Ah yea, I've seen stuff like CE and even Prepare Carefully in the past get weird about secondary color channels and stuff. Glad you found the solution!
Katieclysm 25 Jul @ 4:45pm 
... it's a problem with CHARACTER EDITOR. Okay, figured it out. I was using CE to create a bun character for testing, but CE does not play nice when turning a human into a Bun. However, changing to a Bun and then selecting the extra option "replace with random pawn of same race" doesn't have the face glitch. Okay, I can work with that.... just have to remake a few custom pawns.