RimWorld

RimWorld

Lizardman (Continued)
55 Comments
DerpyCharizard Sep 24 @ 11:08pm 
Do I... really need to use JecsTools for this?
Qlamer53 Aug 23 @ 8:37am 
can someone tell me why anytime i use this mod it only spawns like 3 factions.
dfifd Aug 20 @ 3:29am 
I was comissioned to make an expansion for this mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=3531828132
Zal is free to use any of the textures or XML that are included in the mod to update this original one.
Sophie the Opossum Jun 20 @ 2:05pm 
This mod doesn't seem to have humanoid alien races set as a dependency in the XML
Ezail May 22 @ 10:14pm 
I know next to nothing about modding haha
Zaljerem  [author] Apr 17 @ 1:56pm 
Absolutely. I will try to update most everything. Sadly, things did get left behind from 1.4 - 1.5, and probably will for the next update as well. Nothing is stopping anyone from stepping up and updating anything I might have to leave behind; in fact, I encourage it! Don't even ask, just make sure to reference the original author.
Ezail Apr 17 @ 11:34am 
are there any plans to update the mod? If not, that's cool, I'm just asking
Zaljerem  [author] Dec 26, 2024 @ 8:24am 
Make a local copy and start editing it?
TheColdTurtle Dec 26, 2024 @ 8:14am 
Owlchemist deleted his mod, what now
SwampKing Jul 19, 2024 @ 7:27am 
is anyone else getting the issue where their heads are being swapped back to human heads?
Saturn9 Jul 2, 2024 @ 7:54am 
BOKBOKBOK!
Draxial Jun 14, 2024 @ 5:41am 
Wow, that was fast, thank you!
Zaljerem  [author] Jun 13, 2024 @ 8:10pm 
Thanks for the report! I just pushed a fix.
Draxial Jun 13, 2024 @ 5:14pm 
Hello! Thank you for the update! I just wanted to report that when debugging my rimworld installation, I've been getting this warning:
"FactionDef LizardmanTribe must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Lizardman (Continued)."
Enemy Post Jun 12, 2024 @ 12:31pm 
No problem, appreciate the update!
Zaljerem  [author] Jun 10, 2024 @ 5:08pm 
Updated to 1.5. Sorry for the delay!
ThePhantomIntheTypewriter Jun 10, 2024 @ 9:40am 
Is this soon to be updated for 1.5? Or is already updated and I'm not seeing it?
Enemy Post Apr 27, 2024 @ 5:47pm 
Thanks!
Zaljerem  [author] Apr 27, 2024 @ 5:44pm 
Yes, this will be updated to 1.5 shortly.
Enemy Post Apr 14, 2024 @ 9:24pm 
I would also like to please request a 1.5 update. These guys look perfect for a Biomes Prehistoric run.
Kizzycocoa Apr 13, 2024 @ 3:59pm 
Will you be updating this for 1.5?
Rakonat Nov 16, 2023 @ 9:15am 
Anyone know how to edit what the Lizards can wear? Trying to combine this with Edo Theme Expansion to make some weeb samurai lizards but can't seem to figure out how to make other clothing compatible/wearable by the lizards.
beach_basketcase Aug 8, 2023 @ 11:09pm 
Godnamit now I gotta start as Lizardmen and sacrifice the whole human race to The Old Ones.
Sweaty Leech Jun 29, 2023 @ 7:13pm 
oh god its giving me warhammer fantasy flashbacks
Zaljerem  [author] Nov 8, 2022 @ 5:18pm 
I just pushed an update that should resolve the graphical issues, allow babies and children in Biotech, etc. Humanoid Alien Races is still fixing Biotech compatibility and various issues; if you really want to use this mod I recommend running Humanoid Alien Races - Dev for now, it has more of the newer fixes, but it's really meant for modders and testing. I refer to you my notice above about stability and functionality.

As far as remaking the mod in Biotech, it's not as simple as saying "just use the base game race tools" ... in certain ways HAR is more fully-featured, and there would be textures needed, and I'm not much of an artist. I will consider it - I would make it a separate mod if I do. I'm pretty sure the Vanilla Expanded team just released a reptilian-style race for Biotech, perhaps that would be up your alley.
Dr. Quackers M.D. Oct 24, 2022 @ 12:43pm 
Can you add them as a preset race like the vanilla ones. Cause graphical issues when you have races outside of the base games system. Gene mods try to appear on them, invisible parts, all manner of issues. Just use the base game race tools from the biotech DLC....
Zaljerem  [author] Sep 13, 2022 @ 1:31pm 
Yes, probably. Perhaps I'll get around to it shortly.
Martel Aug 29, 2022 @ 8:54pm 
Needs a lite version methinks
Pretty Silly CatGirl Jun 15, 2022 @ 6:48pm 
Thank you for bringing them back!
DezZzO Jun 6, 2022 @ 11:44am 
Weird bug when playing with Techadvancing: learning lizard art is required to progress past medieval, yet my colony is not a lizard one, so I can't progress (had to trick pawns to research it via research mods that let you queue research). Not sure if that's Techadvancing's mistake or Lizardmans
Fediani4 May 18, 2022 @ 11:37pm 
Is there a description of stat values? I cant find original ones other than Owlchemist's rebalanced ones.
ThePhantomIntheTypewriter Apr 7, 2022 @ 4:10pm 
Yeah I can confirm; EnhancedOrgansRedux seems to have mild issues with this mod. Sometimes it works, and sometimes it doesn't, but I'll keep you posted for any more mods.
ThePhantomIntheTypewriter Apr 5, 2022 @ 4:38pm 
I'd say this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2424381146&searchtext=Evolved

Unless I botched the link. Linking things on Steam's tricky.
Zaljerem  [author] Apr 5, 2022 @ 1:52pm 
Probably needs to made so. I don't use that mod, so I'm not sure what is involved; I will look into it as soon as possible. Can you link me the mod in question?
ThePhantomIntheTypewriter Apr 5, 2022 @ 10:55am 
Another quick question; is this improved version of the Lizardmen compatible with Enhanced Organs? Or does it need to be made so?
Zaljerem  [author] Mar 21, 2022 @ 3:18pm 
Since you've asked, quite possibly! I'll take a look at it.
Astrobia Mar 21, 2022 @ 2:18pm 
Any chance of Owlchemist's lite version of this mod getting supported?
Zaljerem  [author] Mar 21, 2022 @ 7:38am 
Thank you for the report! It's actually turned up a common issue in some older race mods that I'll need to check for and fix to avoid this kind of thing. Please let me know if you see anything else.
ThePhantomIntheTypewriter Mar 21, 2022 @ 7:21am 
Oh hey, thanks! I'll be sure to notify you for any other mods Lizardmen could use support with. Thanks for handling this in such a tmely manner.
Zaljerem  [author] Mar 21, 2022 @ 5:50am 
Updated: Now supports VFE: Ancients powers tab.
Zaljerem  [author] Mar 21, 2022 @ 5:19am 
VFE Ancients right? I don't think I've ever used it with Lizardmen, but I'll take a look when I get a chance.
ThePhantomIntheTypewriter Mar 20, 2022 @ 9:02pm 
Minor request, but is it possible to make this compatible with the Ancients Faction Mod? It "is" currently, but Lizardmen don't get a tab for their powers and whatnot, thus making it tricky to remember what they can and can't do. If it's not too much trouble, that is.
Fluff Mar 14, 2022 @ 7:22am 
Awesome!
Zaljerem  [author] Mar 14, 2022 @ 6:58am 
As you will. If you like their look you might want to check out Owlchemist's version linked above, his has different stats.
Alexisrex Mar 13, 2022 @ 8:36pm 
They look great but stat wise I'll never give these worthless liggers a chance
ThePhantomIntheTypewriter Mar 13, 2022 @ 7:40pm 
Will do, thanks
Zaljerem  [author] Mar 13, 2022 @ 7:16pm 
Excellent. Let me know if you see any further issues.
ThePhantomIntheTypewriter Mar 13, 2022 @ 7:06pm 
I got the issue fixed. All good now.
Zaljerem  [author] Mar 13, 2022 @ 4:53pm 
I believe best practice is to load race mods near the bottom? Not that I personally always follow that.
ThePhantomIntheTypewriter Mar 13, 2022 @ 4:39pm 
I could try changing my load order. How low in the list should this one be? Close to the bottom? Cause if the heads and tails aren't showing, it has to be mod conflict indeed, which means a customizer might be the catalyst.