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Posted
1 hour ago, Spearhead-X said:

Thanks for this, its an awesome idea. So many other potential permutations too

You can suggest something if you have any ideas, or throw your arts here. Maybe I'll add them. I'm open to suggestions.

Posted
3 hours ago, changedisplayname said:

noticed that on one of the screenshots pawn named "Невон" has a different belly texture. Is that so? 

You are very observant. I took these belly textures from Krispy_Kimson and replaced them with the textures in SA.

Krispy Belly Textures.zip

Posted
11 hours ago, unwashed biomass said:

Is there special category for sculptures i'm not seeing? If not which one could result in sculpture from this mod?image.thumb.png.467b3ada249c1ca5cee4e20191886437.png

Первые четыре.

Posted

I get the following red error after starting rimworld but don't understand / know what it means:

 

Mod Alpenglow.Lewd.Canine.Style has multiple RimWorld.RitualVisualEffectDefs named Canine. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<RimWorld.RitualVisualEffectDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&)
System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&)
System.Threading.Tasks.TaskReplicator/Replica:Execute ()
System.Threading.Tasks.TaskReplicator/Replica/<>c:<Execute>b__7_0 (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
 

 

Posted
11 hours ago, uekl said:

I get the following red error after starting rimworld but don't understand / know what it means:

 

Mod Alpenglow.Lewd.Canine.Style has multiple RimWorld.RitualVisualEffectDefs named Canine. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<RimWorld.RitualVisualEffectDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&)
System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&)
System.Threading.Tasks.TaskReplicator/Replica:Execute ()
System.Threading.Tasks.TaskReplicator/Replica/<>c:<Execute>b__7_0 (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
 

 

I'll post a fix this week.

Posted
On 9/4/2025 at 2:26 PM, uekl said:

 

Thanks in advance!

I checked on both versions, I have no errors. Do you have the latest version?

Posted
On 9/7/2025 at 5:46 PM, Alpenglow said:

I checked on both versions, I have no errors. Do you have the latest version?

 

Yup, downloaded the latest version from your link. The error still persists. Probably a hidden conflict with one or more of the other 600+ mods I'm using...?! XD

 

Anyway thx for your effort. I'll check again from time to time....

Posted

Could not resolve cross-reference: No Verse.FleckDef named Paw found to give to RimWorld.CompProperties_RitualEffectIntervalSpawnCircle RimWorld.CompProperties_RitualEffectIntervalSpawnCircle

Possible Matches:
......

(All My Actived Mod List)

......

[Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Core, Assembly-CSharp.dll] Verse.DirectXmlCrossRefLoader+WantedRefForObject.TryResolve(Verse.FailMode failReportMode)
[Core, Assembly-CSharp.dll] Verse.DirectXmlCrossRefLoader+<>c__DisplayClass16_0.<ResolveAllWantedCrossReferences>b__0(Verse.DirectXmlCrossRefLoader+WantedRef wantedRef)
[Core, Assembly-CSharp.dll] Verse.GenThreading+<>c__DisplayClass7_1`1[[Verse.DirectXmlCrossRefLoader+WantedRef, Assembly-CSharp, Version=1.6.9371.18214, Culture=neutral, PublicKeyToken=null]].<ParallelForEach>b__0(System.Object _)
[System, mscorlib.dll] System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(System.Object state)
[System, mscorlib.dll] System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
[System, mscorlib.dll] System.Threading.ThreadPoolWorkQueue.Dispatch()
[System, mscorlib.dll] System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
 

  • 3 weeks later...
Posted
On 9/15/2025 at 7:53 AM, exclude said:

and, what is this "MyCustomFlecks.xml.xml" file?
Completely same "Ritual_VisualEffects.xml.xml"

This will be fixed in the next version. It's already in the works...

  • 7 months later...
Posted

Just to let you know I found a bug on the canine find tile that it doesn't let you use vacstone for it unlike every other stone tile.

  • 2 weeks later...
Posted (edited)
On 5/27/2026 at 12:58 PM, Megaduck01 said:

This is a great addition.  I'm using for my K9 supremacy run through.  

I'm looking to do something similar, mind sharing a few of the key mods you are using?

 

 

Edit: also I wonder if it is possible to add some ideology aspect where slave collars (dog collars) become Preferred apparel for those who use the ideology?

Edited by pondscumdiver
Posted
On 5/30/2026 at 6:53 PM, pondscumdiver said:

I'm looking to do something similar, mind sharing a few of the key mods you are using?

 

 

Edit: also I wonder if it is possible to add some ideology aspect where slave collars (dog collars) become Preferred apparel for those who use the ideology?

 

The Ones Specific to the Canine Run are,

 

Rimworld Animations - (Required for Canines animations)

Canines Animations

Rimjobworld

Lewd Canine Style

People can Change - (Allows people to become Zoophiles Naturally)

RJW - Genes - (Allows to set the genetics before birth.)

RJW - Animal Graphics add on.

Spread the Word (Continued) - (Allows you to change other factions Ideology by converting their pawns.  Allowing you to make other factions love dogs as much as you do.)

RJW Menstuation Cycle - Allows your pawns to give birth to animals.

 

I have other mods but those are the specific ones to this run.  

 

I set up an ideology that is misandrist, zoophile for the venerated animal, and set the animal to husky.  I then set a the chance of impregnation for animals the same as pawns and that the species of the child is 75% father 25% mother.  Dropped with all women, and never accepted a man into the colony.  

 

The result was a dog worshiping cult that has all women and dogs that was expanding their religion.  

 

I was kinda thinking of doing something similar with horses and creating a nomadic colony for my next run.

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