RimWorld

RimWorld

908 ratings
Forgotten Realms
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Mod, 1.2, 1.3
File Size
Posted
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33.747 MB
Aug 1, 2020 @ 4:48am
Sep 6, 2022 @ 4:46pm
42 Change Notes ( view )

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Forgotten Realms

Description
Instead of updating this mod I've re-released it as a Biotech based mod not making use of Humanoid Alien Races. Apologies if anyone is annoyed by this, but I just can't find the energy to continue this version as well as the one I actually want to use.

This is a race mod adding many races from the Forgotten Realms universe to the game.


  • 13 Races - see the wiki linked below for more info. You can toggle which ones you want enabled in options.
  • Unique Illithid mechanics allowing the creation of more from other pawns, as well as passive research being done constantly.
  • Starting Colonists - There's a small chance for each of the races to appear in the vanilla starting colonist generation.
  • Vanilla Faction Integration - Now races will spawn as part of the vanilla factions at a low-ish chance. You can edit the chance and if they spawn in the Tabula Rasa settings.

Used to be a wiki for info, wiki dead, Fandom bad.




  • Combat Extended - Ask them, they handle compatibility, up to them to provide any support.
  • Real Faction Guest - Seems to be incompatible for an unknown reason. It messes with faction trader inventories and quest dialogue when installed alongside this. No idea why.
  • Yayo's Bank - Also seems to just straight up break the game when installed with this, also don't know why.

Otherwise I am not aware of any incompatibilities.


List of third party mods that are recommended specifically for playing with alongside this mod:

List of patch mods for additional compatibility:


If you have any issues, please describe them fully, how to reproduce it and include a HugsLib log link (which you get in-game pressing Ctrl+F12). If you fail to include a log regardless of what you think the problem is or whether you think it's needed then you won't receive any help, since I'm not psychic.


Before you comment, read this, it's known issues/answers:
  • Will you add/change [whatever thing]?
    No. Additions and changes in the past just resulted in upsetting people more than anything.

  • Illithids don't have spells?
    No. Not in this mod anyway.

  • Illithids won't eat food?
    They eat humanoid brains. One brain should last them about 2 weeks, considering how many raiders are massacred regularly in the game this should be a very easy quota to meet.

  • Why doesn't [Insert Race] have tails?
    Because I'm lazy, duh.

  • Traders are showing up broken?
    This appears to be due to an error in Real Faction Guest breaking pawn generation for factions. No, I can't do anything about it.

  • Why does each race have a faction when they can spawn throughout every vanilla faction??
    Because some people wouldn't let up about them being removed and I'm tired. They're set not to spawn by default at least so it's not like you have to lower them all to zero manually now.

  • But they're naked?!?
    Same as they have always been if you do not have medieval mods adding appropriately tagged apparel and weapons like VFE - Medieval or Outland.

  • How am I supposed to start as a colony of only X race now that there's no scenarios?
    Same as you were always really supposed to do it, edit one of the existing scenarios and switch the colony type.

  • I don't like that there's now hediffs detailing the differences from humans on them!
    Ok?
If your comment contains one of these questions in any way, you'll just be ignored, I'm not repeating myself because you can't just glance up a bit.


- Neronix17 - Art, XML & C#

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.patreon.com]