RimWorld

RimWorld

583 ratings
Roo's Satyr and Faun Xenotypes Expanded
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Mod, 1.5
File Size
Posted
Updated
25.280 MB
May 5, 2023 @ 11:44am
Oct 5, 2024 @ 6:25am
7 Change Notes ( view )
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Roo's Satyr and Faun Xenotypes Expanded

In 1 collection by Rooboid
Roo's Satyr and Faun Xenotypes - Integrated Mods
35 items
Description
Out of the mysterious woodland of the Rim rises The Fae Tribe: a mysterious community of native xenotypes that strive to protect their land from the tyranny of invading mechanoids. Protect them and receive bountiful fae offerings for your bravery, or finish what the mechanoids started and search for the Fae’s ultimate treasure: the Anima Rod. See what’s new in the 1.5 Change Log,

⚠️This mod must be loaded after Roo's Satyr Xenotype and Roo's Faun Xenotype.

Features:
• A new faction of satyrs and fauns with their own culture and unique settlements.
• 25+ extra backstories.
• 19 hairstyles, perfect for customising your satyr and fauns.
• 11 new pieces of apparel.
• 6 ornate weapons.
• 3 new starting scenarios that'll really test your skills.






Most fae weapons are designed to debilitate foes rather than truly harm them, as the fae tribe have very little to gain from bloodshed. They acknowledge their futility against the mechanoid invasion of their homeworld, and only hope that their Gods will send them a saviour, or a colony of saviours, capable of thwarting the hellish machines that roam their soil.

Despite this, they aren't going to just roll over and accept defeat if their saviours turn traitor; some of their weapons truly pack a punch.





Included in this mod is a slightly more pacifist way of ensnaring your foes in traps: the leaf trap. This pesky trap takes a long time to dig out but will cause your foes to fall in the leaf-covered hole, immobilising them for a long time until they can climb out.


Fae settlements historically condoned the pillaging of Mother Nature for material gain, and only upcycled debris into apparel once nature had finished with it. For this reason, many of the fae's weapons and apparel are made from fallen leaves, branches and other found materials.

As of the 1.5 update, all fae weapons and apparel are sorted into their own storage category, so they won’t get in your way in none-fae playthroughs. There’s also some new items of apparel too!


This mod includes 19 new hairstyles that were originally designed just for the fae tribe. However, these hairs work on any xenotype, not just satyrs and fauns, and may appear on wild pawns, even if the fae faction is disabled.


Overwhelmed and unsure where to start? Or is there something specific in this mod you want to try out? Take a look at the starting scenarios below for some ideas. These scenarios have been reworked and rebalanced in the 1.5 update.



Q: Is this mod compatible with…?
A: Please check the compatibilities collection.

Q: Do I need any other mods to use this?
A: The Biotech DLC, Harmony, Roo's Faun Xenotype and Roo's Satyr Xenotype are needed for this mod to work.

Q: Can I add / remove this to / from an existing save?
A: I wouldn't, but you can try add it to an existing save. It can’t safely be removed from a save.

Q: I'm experiencing a bug.
A: You can report bugs in the bugs discussion page or in my Discord server[discord.gg].

Q: Why does the Muffalope drop Bison Wool?
A: I feel like there’s enough wool types added by mods already that one more might be too many. Their wool is closest to Bison wool, so that’s why they drop that instead.

Q: Why don't satyrs / fauns have the natural meditation type?
A: Use the Genetic Natural Focus Mod to give all fauns and satyrs the natural meditation type.

Q: Where's the 1.4 Version?
A: You can download the 1.4 version of this mod here[github.com].



We hope you have fun with this mod! If you want to support us, and have the means to do so, thank you! You can do so using the links below. Your support is so greatly appreciated!

[ko-fi.com]
[discord.gg]
Popular Discussions View All (1)
29
May 20 @ 1:36pm
Roo's Satyr and Faun Xenotypes Expanded - Bugs
Rooboid
116 Comments
icytux May 13 @ 7:39pm 
Here to also report Faemail is not appearing in apperal policies.
Reidlos May 5 @ 1:27pm 
PSA: CE patch is now available for This mod (and saytr/faun xenotype mods individual) no Minotaur yet (rock throw is complicated)
Also note since I too got confused, + beauty is +0 because its less then 1 in stats. Quality will increase them enough to eventually provide +1 or 2 per piece. normal or under even with helm/mail will not get you a +1
fr0 Apr 17 @ 7:49pm 
Bug: Colonists won't wear Faemail unless forced.
Also, it doesn't show up in stockpile and storage menus.
Julian333XD Apr 16 @ 10:50am 
Fae apparel that is not stuffable is always white. It seems to be designed as if to take stuffing material (wood) as a colour basis, but as it is not stuffable, wood is not a valid crafting material, but a necessary material, which dont give their colour.
Nerd_15372007 Mar 16 @ 10:33pm 
Satyr Bards are being added to factions I would prefer they weren't for example orcs of the rim's savage horde, is there a way to remove them from that specific faction?
hoteldoor538 Feb 14 @ 2:29am 
"Fae settlements historically condoned the pillaging of Mother Nature for material gain" Shouldnt this be condemned?
Jonesy Fox Feb 10 @ 3:44am 
@Yopsergio I was having the same issue. Thank you so much for the fix! Here is his fix...
"For anyone having the Faemail issue, i solved it by adding :
<thingCategories>
<li>RBSFE_FaeApparelCategory</li>
</thingCategories>
To the faemail <ThingDef>, the issue is that uses vanilla ArmorSmithableBase as a base, and that one does not have a <thingCategories> by default."
I added the new codes under </tradeTags> line because that's what other fae outfit codes said.
Futstub Feb 9 @ 8:19am 
Some items give +0 beauty? I don't understand what that i supposed to mean...

Also the ingame description doesn't match the one in the workshop. For the Faepron for example the workshop description mentions a boosted workspeed fo plants (as does the ingame description), but the item just gives 2.0C cold and heat insulation and nothing else...

I'd reall like to play with this mod, but it only seems half finished...
Mullymuffinman Jan 28 @ 3:35am 
Has the issue with generating caravans with Capricorns as carriers been fixed? i still seem to get an issue that the caravan cannot be generated due to pawn Capricorn being a carrier or not being on carrier list?
InternDec Jan 17 @ 3:59pm 
Yessssss to Centaurs