RimWorld

RimWorld

Yanzihko's Races - Core Module [YZRCM][1.5]
55 Comments
Cheeseburger 9 Oct @ 6:01pm 
i use this for my enclave guys to fight a group of people the "might fight in the fallout games
Lupo 26 Jun @ 7:22pm 
Thank you for your hard work on these mods!
Caracalysm 6 Jun @ 12:06am 
Thank you for getting it functional. I know you don't play the game much anymore but these mods are awesome and I hope you come back around to them someday!
Panthercat64 5 Jun @ 6:05pm 
Thank you for making these mods.
See you in 2025.
preppydelicious 27 May @ 8:01pm 
Yes!
I love my eevee pawns, thanks so much for updating!!!
Commander Brisk 27 May @ 4:37pm 
Oh cool thanks and alright
Yanzihko  [author] 27 May @ 4:32pm 
Damage bug is fixed

Abilities were disabled due to my time constrains
Commander Brisk 27 May @ 4:10pm 
also noticed none of the races have their special abilities
Commander Brisk 27 May @ 3:50pm 
It seems to be the mods like the braixen and sylveon but not the jolteon?
Maybe the ones involved with the rebalance submod
Commander Brisk 27 May @ 3:43pm 
Not sure who else is having this but these mods seem to have an error that any modded pawn from his mods takes damage they cant heal and the message pops up that they are fully healed on repeat. anyone else seen this
Panthercat64 23 May @ 3:33pm 
@ZCK
for this issue you need to use "Nuff's Auto-Patcher for Combat Extended" select the mods that need patching (such as Yanzihkos stuff) and turn off some of the auto patchers in CE's mod settings relating to it.
This was given directly by CE devs, which I still find funny as Nuff is one the devs. Although this auto patcher mod was made for a reason of customizing balance, but it also helps add the missing gizmos.
FlareFluffsune 19 May @ 3:59am 
Asking for 1.5 isn't going to make it happen any faster. Either go back to 1.4 or wait.
Samona 19 May @ 3:36am 
1.5 bitte
berckgamer 12 May @ 10:07am 
same
walter white 2 May @ 12:09pm 
I HOPE YOU UPDATE THIS BUT TAKE YOUR TIME. YOUR RACES ARE AMAZING AND I HOPE IT ALL GOES SWIMMINGLY FOR YOU!
Killer Tamashi 29 Apr @ 7:10pm 
*Slams table* It's not fair...! I finally get an eeveelution mod and reality slams the door in my face..!
ZCK 29 Apr @ 10:21am 
@C_Victory
I got the same problem too for all eeveelution mods. And they have compatibility issues with CE. the shooting mode and ammo state disappear for eeveelution races.
pinkmawile 22 Apr @ 7:00pm 
Dear god why can't people just chill? Screaming 1.5 every time you pop in to check if its updated doesn't do jack but stress people. It'll be done when it's done, and no one is entitled to a scheduled release.
Vsl 20 Apr @ 9:30am 
1.5
Mark McCloud 19 Apr @ 7:50pm 
To people asking about 1.5, the mod author stated on heir Discord server that they "don't know" when they can update their mods for 1.5 due to RL popping up on their doorstep recently. There was mention of a Github, but nothing materialized yet.
Inverse Necromancer 14 Apr @ 9:38am 
Hey, will this be updated to 1.5? And if so, then could you give a rough estimate as to when?
ThePhantomX64 10 Apr @ 2:35pm 
1.5 Is finally here and the horror themed DLC is out tomorrow.. this is exciting
C_Victory 23 Feb @ 3:38am 
I tried to port Xenogermination to Vaporeon and it did not attach except for the Vaporeon specific genes in this mod, but I was able to port all but your mod genes successfully.
Zoroark, Lombax and Braixen were able to transplant all the genes.
C_Victory 23 Feb @ 3:02am 
I tried to transfer Xenogermination to your Xenotype, but all the transferred Xenogermination disappeared and only the gene for G.I.-X0001™ was included...
Yanzihko  [author] 22 Feb @ 9:44am 
@FlareFluffsune

I'll still maintain my mods anyway.
FlareFluffsune 21 Feb @ 1:38pm 
Well darn. I do love your mods its sad I guess there won't be more but hey that's life isn't it! :c
Yanzihko  [author] 21 Feb @ 12:06pm 
@FlareFluffsune

I haven't played since 2022 xd
FlareFluffsune 21 Feb @ 11:57am 
Oh shit you don't? Does that mean we won't see any more cool mods! D:
Yanzihko  [author] 21 Feb @ 10:42am 
@Non-Relevance

I agree that balance is completely ducked. I will see what i can do but it's hard considering that i don't play rimworld anymore.
Non-Relevance 21 Feb @ 10:21am 
I'm not saying to cut the costs in half or anything. it's just that 5k snowballs really hard from multipliers. heck I'd even say that Espeon's price is too cheap given it's ability. on the other hand Umbreon has half health due to body size and doesn't have a get out of jail free card like Espeon.
FlareFluffsune 20 Feb @ 12:47pm 
These races can be considered glass cannons for the most part. They're normally highly specialised in certain areas with some powerful traits and abilities but most of the races can be downed and killed easily in combat. But those abilities and specialised areas come at a price.
Non-Relevance 20 Feb @ 3:41am 
some of the wealth values for the races seem a bit much, 5k for a pawn that does the same thing as a regular 1.75k pawn (if not worse in some cases due to lower body size) isn't very great to deal with. the 5k also becomes drastically high once bionics/archotech parts are in play, heck just randomly generating pawns I got characters with 8.5k base wealth just from the character quality modifier.
Panthercat64 23 Jan @ 7:13pm 
Oh I did not know about the whitelist, that explains the error freakout when I tried to make a mixed character.
Darn it, no Evee ability hybrids huh?
Well, good to know at least.
Yanzihko  [author] 18 Jan @ 3:15pm 
@Caracalysm

Ok, i see now.

I will take a look at this at weekends i hope.
Caracalysm 18 Jan @ 2:53pm 
I hear you! I know it's a lot of work, so definitely appreciate all the effort you've put in.

Here's two examples of the feline traits overwriting other xenotypes. With the eeveelutions it doesn't keep the same race, but switches what you're rerolling into a glacion or such very quickly and then continues to roll eeveelutions.

https://imgur.com/a/Unl1PcG

https://imgur.com/a/CPoLMZS

and my modlist, if that helps.

https://imgur.com/a/8PGwIBB
Yanzihko  [author] 18 Jan @ 12:13pm 
@Caracalysm

It really shoudln't happen because each race has one single whitelisted trait that only they can use.

Same with xenotypes. Each race has only one whitelisted xenotype exclusive to them. But i could've screwed up.

It would be great if you have provided a modliist and a full screenshot. I'm not a telepath haha.
Caracalysm 17 Jan @ 3:27pm 
I have the same issue as smaco/arcturus, and toggling the HAR option doesn't seem to help. Basically the traits for all the species overwrite each other. so you'll have gardevoir or sylveon popping up on tigris or humans. Is there some way to lock the traits to xenotype so I don't have something like a lombax evee or human sylveon? With all the eveelutions on the issue is that almost every pawn you roll seems to get one of those traits and it overrides the base xenotype
Arcturus The Librarian 13 Jan @ 9:42pm 
I've been having the same issue as Smaco but it has not fixed things after unchecking the setting. Also there have been moments where the xenotype fails to even show up when randomizing pawns on the main screen.
Panthercat64 8 Dec, 2023 @ 4:24pm 
I want to give a heads up, I realize your mods aren't compatible with CE, turns out they're missing the CE pawn gizmo. This creates issues where you can't reload or change the shooting type for pawns basicly making them useless in combat, sometimes even human baseliners will sometimes lack it.
Right now I'm using a patcher Nuff (one of the devs for the CE mod) made for these situations, and it works great.
But I wanted to inform you in case you want to get to that at some point, because I don't know how easy/hard it is to do that.
odaswifteye 10 Nov, 2023 @ 10:50am 
I didn't know I needed this core. Better plug it in.
TurtleShroom 3 Nov, 2023 @ 5:00pm 
Thank you!
Yanzihko  [author] 3 Nov, 2023 @ 10:07am 
@TurtleShroom

Update the core module and all the races you've installed. Issue should be fixed now.
Yanzihko  [author] 24 Oct, 2023 @ 4:39pm 
@TurtleShroom I'll see what can i do. But this is not supposed to happen,
TurtleShroom 24 Oct, 2023 @ 4:31pm 
I downloaded the Core Mod as a Dependency for the Feles Mod, and now I am spammed with Furry Xenotypes derived from Eevee's evolutions (and leather for the same), which I did not ask for and do not want. Did I download the wrong Mod? How can I disable these Eevee Xenotypes?
Smaco 30 Sep, 2023 @ 10:56pm 
Found the problem! You were right, it was on HAR's end.

On the mod screen, clicking the "Advanced" then Mod Options on HAR, there was a checked box called "Randomize Starting Pawns", I unchecked it and it fixed all the xenotypes.

Thanks for replying, I appreciate it! (And thanks for the mods too)
Yanzihko  [author] 30 Sep, 2023 @ 2:02am 
@Smaco

That's because HAR races are not xenotypes. It's an entirely different thing.

From what i understand, one of my races spawns with Strigoi xenotype, but they should spawn only with their whitelisted one.

I will take a look, but if you have issues, simply change race's xenotype to a corresponding one.
Smaco 29 Sep, 2023 @ 5:57pm 
I have an issue, dunno if this is similar to what the others are saying.

Your races are almost replacing every other xenotype i have (I have the Vanilla Expanded ones + a few others) for example, I have an Strigoi (A xenophage race from VE) and while mechanically it has every single one of its things, visually it either looks like one of your races, has some aspect of them (like a Espeon head on a human body) or end up with invisible heads completely.

Testing things around I noticed its because the unique traits of your races (IE: the "Espeon" trait) are appearing on pawns that are not part of your races

Ive tried different load orders but it still happens.
Would love to have the races on my save, cause they look great, but dunno how to fix this
CTH2004 27 Sep, 2023 @ 8:52am 
fair enough (:

If I ever lean enough C to know, I'll tell ya!
Yanzihko  [author] 24 Sep, 2023 @ 12:21pm 
@CTH2004

I do not have necessary C knowledge for that :)

But i am always open for contributions.
CTH2004 24 Sep, 2023 @ 12:15pm 
Would it be possible for you to make a config in this mod that allows the player to disable the HAR ones from spawning?

I am trying to use the xenotypes, but I can't feasibly as all your mods are making humans almost never occur (:

Just wondering!