RimWorld
Bun Race
523 megjegyzés
joester610 okt. 6., 13:38 
hahaha i'll look forward to it
Spanky_H  [készítő] okt. 6., 13:09 
Hm, maybe I'll give them a once over sometime soon. Tbh I haven't been playing RW much these days, but I do still try to keep my little Buns up to date. :3
joester610 okt. 6., 12:30 
Ah, it just seems like visual quality has fallen behind the vanilla pawns and could be redrawn. Especially ever since I started using newer hairs and non-vanilla faces for human races, I have noticed that the Bun race is probably the one with the most pixelated assets. This isn't a major issue, but it makes the buns less desirable than they once were.

It's totally up to you of course. All I am saying is that you might want to consider upgrading the mod's visuals so that it better stands the test of time moving forward.
Spanky_H  [készítő] okt. 6., 6:49 
I hadn't had anything planned? What parts do you think need to be overhauled?
joester610 okt. 6., 1:11 
I have been using this mod for years. Am wondering if it will ever get a graphics overhaul?
Freya aug. 23., 0:41 
Thanks!
Spanky_H  [készítő] aug. 20., 15:48 
Ok I double checked, and maybe I was wrong and they weren't restricted? I added a genetag blacklist, so now non-baseliner buns should no longer lose their bodies/heads. Let me know if you run into any other issues!
Freya aug. 20., 0:49 
Is this a har thing or well the only thing I could think of that might fail to respect it is faction blender
Spanky_H  [készítő] aug. 15., 15:00 
Hmmm, they should be disabled. :/
Freya aug. 15., 12:55 
had an issue where a bun spawned as genie and the body was missing and its just a floating head with bunny ears, is there a way to disable xenotypes for this mod or have a xenotype version of this?
Spanky_H  [készítő] júl. 27., 21:59 
Ahhh, that would explain it. I'll see about incorporating that soon!
JoJo júl. 27., 17:21 
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 júl. 27., 17:11 
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  [készítő] júl. 26., 19:08 
No worries, thanks for letting me know! :)
JoJo júl. 26., 18:47 
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  [készítő] júl. 26., 17:13 
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 júl. 26., 16:53 
With other caravans I mean by other factions.
Only Bun Caravans don't work.
JoJo júl. 26., 16:23 
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  [készítő] júl. 25., 18:13 
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 júl. 25., 16:45 
... 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.
Spanky_H  [készítő] júl. 25., 15:04 
@Chocolate Pie Kitten - Looking at the comments on Animal Equipment, it seems like that's still supposed to be the go-to for animal gear even though it's only 1.4 it supposedly still works.

Is there a specific incompatibility or bug you're experiencing?

(sorry for the slow turnaround)
Spanky_H  [készítő] júl. 25., 15:00 
@Katieclysm - So I'm not seeing any issues on my install, without extra mods or with facial animation loaded. Now the buns aren't affected by facial animation as it doesn't look like the HAR support for FA is updated.

It seems like it's either some kind of mod interaction or your install may be jacked up. :/

I can't really say without knowing more.
Spanky_H  [készítő] júl. 24., 14:48 
Interesting. Might be something with the texture masking. I'll see about looking into it.
Katieclysm júl. 23., 22:30 
Katieclysm júl. 23., 22:26 
Actually it looks like this is a problem without ANY other mods. Bun faces aren't working right. There's no detail and the eyes are transparent - showing whatever terrain is behind them.
Katieclysm júl. 23., 19:02 
Any way to make this work with Facial Animation?
Spanky_H  [készítő] júl. 10., 12:56 
@Chocolate Pie Kitten - Yea I'll take a look.
xkp92110(orick) jún. 25., 8:02 
will you add bun biotech:P?
Chocolate Pie Kitten jún. 23., 6:18 
The two links for animal gear in the description are obsolete; will it support the new ones ?

Thanks for the great work on the buns
Toxickun☢Von☣︎Volkov jún. 18., 22:26 
I bid you the best of luck wolfette!

Also thank you Spanky_H for being so nice and trying your best to address w/e issues come across. it's amazing how this mod hasn't been abandon so far. your awesome man!
Spanky_H  [készítő] jún. 16., 18:37 
I messed around with it, but I wasn't able to figure out a way to make it work that I liked. Feel free to give it a go. :)
Wolfette jún. 16., 16:55 
Any chance of a Biotech version of Buns that doesn't use HAR? Or if not, permission to try my hand at making one using the Buns assets?
Spanky_H  [készítő] jún. 13., 18:30 
Hmm, yea that's probably something that character editor will have to fix unfortunately. I doubt there's anything I could really do. :/
ChipNoe jún. 13., 16:46 
I don't know if you can or will fix this on your end, but as far as I've boiled it down, the inherent problem is seen through the Character Editor mod.

After changing a pawn's race a few time results in 2 pairs of ears occurring

All the mods I used was just your bun mod with the dependency and the character editor with their dependency
Spanky_H  [készítő] jún. 13., 16:32 
Hmm, well I just loaded the game up with just harmony, HAR, and bun race (and all vanilla/exp), and everything looks fine to me. :/

Are you using any other mods that might be messing with bodyaddons?
Spanky_H  [készítő] jún. 13., 14:28 
Oh did something break? I'll check it out and see what I can do. :)
ChipNoe jún. 12., 23:00 
@mOrbidlyObese A product of the recent update of HAR (Humanoid Alien Races) I believe.
Spanky_H  [készítő] máj. 1., 17:21 
did they lose their ears? If so, you need to replace them with prosthetics or bionics, or use any of the other various methods to regenerate body parts. Same with the tail.
Шалопай Беб máj. 1., 13:55 
after injury ears diapears. How to add them back?
Bo0Mz ápr. 21., 5:18 
is there any [NL] Facial Animation patch for this mod? the faces look blurry
Freya ápr. 15., 17:56 
dont take away my femboy bunnies
Spanky_H  [készítő] ápr. 15., 16:57 
So on the backend all bun's use a 'female' bodytype, with different textures for male and female, but that's just kind of not possible in vanilla? I experimented with giving them all thin bodies and then using the fluff as an addon part to kind of give them their shape back, but it really doesn't look great.

So I would either have to make them *actually* all female, which I don't really want to do, or make them support all bodytypes, which I'm not 100% against but it's a lot of work and is also a significant change to their identity.

So yea, still thinking about it. :/
Katieclysm ápr. 15., 15:43 
Aw, sorry to hear it's a pain. Guess I'll keep the gamespeed baggage of HAR for now.

What stuff specifically isn't coming across?
Spanky_H  [készítő] ápr. 15., 15:29 
I did mess around with it a fair bit, but I didn't see a way to do buns in pure Biotech that wouldn't either lose a bunch of the stuff that makes them unique, or require a bunch of different supplemental frameworks. :/

I'll probably take another stab at it sometime soon though.
Katieclysm ápr. 15., 10:28 
Reminder/request for biotech support. Love these furballs so much, would really like to be able to have them in a more lightweight modlist without HAR. Also offering to help if there's XML/research to be done.
Scarlet Ice ápr. 12., 16:12 
I think I found the mod that cause the conflict. After removing Biomes!, I don't see it happening again. Thanks!
Spanky_H  [készítő] ápr. 12., 12:28 
They work fine for me with only bun race and HAR, with and without Anomaly. Probably a mod conflict. Are you seeing any error messages in your log?
Scarlet Ice ápr. 12., 3:03 
I have a bug in 1.5 ver. Buns are just standing there do nothing.
Scarlet Ice ápr. 5., 16:14 
I was testing random research mod the other day, maybe it is a mod conflict. But other bun scenario works fine, which is strange.
Spanky_H  [készítő] ápr. 5., 11:49 
Hm, not sure why you would be having issues with that. I'm able to open up the buntribe start in the scenario editor as normal. :/