RimWorld

RimWorld

Vanilla Races Expanded - Saurid
575 Comments
Gobrinsan Mar 22 @ 9:18am 
I just wish i could keep them in the game but stop them being the default when people join my colony via TTK, i can disable every other race but these things don't show up
StockSounds Mar 18 @ 5:09pm 
I would have gotten this mod a LOT sooner if I'd known they make the Jurassic Park raptor sounds
Dopefish Mar 13 @ 8:17am 
maaan Saurid Mother is such a brutal start thanks solely to the sheer amount of time it takes to feed a baby
Sarg Bjornson Jan 5 @ 12:03am 
The problem with Steam is that they are a complete monopoly. They have no incentive to improve things, so they just don't. People have asked for better contributor controls for a decade now, and they just don't care
CurtimusPrime92 Jan 4 @ 11:24pm 
also wish they'd allow for comment editing instead of having to select comment, delete it, then re-post it without typos lol
CurtimusPrime92 Jan 4 @ 11:22pm 
steam really needs to update workshop/contributor system huh i see that a lot where users in the "created by" section say they can't do what they want to fix the mod/change descriptions and whatnot either way thanks for all you do for RW modding :)
Sarg Bjornson Jan 4 @ 11:16pm 
Unfortunately I'm not a contributor of this mod on Steam so I can't change it, and Oskar is always busier... You can see it all on GitHub though, it was a pull request with egglaying fixes
CurtimusPrime92 Jan 4 @ 11:07pm 
heh "change log" see change notes -> goes to change note "Auto-Generated Text" ah yes very informative jk i know you probably work your ass off on all the VanExp mods and i thank you for all your hard work :steamthumbsup:
Ravinglegend Nov 9, 2024 @ 9:35am 
@Pambeldore Its just random chance. Try installing the gene extractor tiers mod which allows you to choose which gene to extract. Only archo-genes are unextractable. Your chance of getting it is like 1/20 if the genes shown in the infographic are accurate.
Pambeldore Nov 9, 2024 @ 4:22am 
Question: I try for a few years now with 3 saurids to extract the cold blooded gene. I know, that the outcome is random, but is it perhaps not even possible?
WREN_PL Oct 18, 2024 @ 3:18am 
Hmmm... Does anyone else have a "bug" where every single saurid that hatches is a female? I've had over 30 kids over 3 playthroughs and none of them was male.
Buster9015 Sep 16, 2024 @ 11:00am 
Love this race! Is there any way to get a female saurid pregnant if they don't have a partner? As I found researching Fertility Procedures and trying to use the procedure on them won't work, since they lay eggs. The ova/embryo method doesn't work (yet?).
NobodyNeuOnyx Sep 11, 2024 @ 1:15am 
@Ravinglegend Ohh okay thanks!
Nujanunki Sep 11, 2024 @ 12:35am 
Hatched baby saurids names are still bugged.
Ravinglegend Sep 10, 2024 @ 12:54pm 
@NobodyNeuOnyx Yeah, that's even what they are called in the infographics. In rimworld lore saurids are still humans, just genetically modified humans.
NobodyNeuOnyx Sep 10, 2024 @ 9:15am 
Uh, the saurid mother scenario, are the saurid eggs she starts with supposed to say 'human' eggs?
Fredini Aug 31, 2024 @ 11:13pm 
Are Saurids supposed to be stronger than most other factions as raiders? They have high tech and high threat for their raid point, plus their melee is better than even neanderthals.
Ravinglegend Aug 24, 2024 @ 4:52pm 
@Kenpachi I made a mod called "Warmblooded Saurids" which removes the coldblooded gene from saurids and gives them heat resistance and cold weakness instead. You can use the mod to hopefully make them behave like normal caravans though it will only affect newly spawned pawns.
Ravinglegend Aug 24, 2024 @ 4:47pm 
@Alchemist Fuer is that an issue with this mod? That sounds like a normal game bug. You shouldn't report those here. If you want to find out what's wrong, go into devmode and look at the log by pressing "~" or it might be tab if the game doesn't already open up the log upon entering devmode. Then scroll down and look if there is an error and report it to either the rimworld discord or to the mod page of the mod causing the issue.
Alchemist Fuer Aug 23, 2024 @ 9:43pm 
I have a problem, one of my settlers collided with another in my hospital, the thing is that my settler got stuck, maybe because there was a wall where the incident occurred. I understand that he is hitting himself all the time, I already arrested him, I hit him and nothing worked, he is still hitting himself.
Alerios Aug 14, 2024 @ 8:28am 
I just came into the FactionDef_Saurids.xml file. I found the xenotype repartition and I changed this line.

From: <VRESaurids_Saurid>8</VRESaurids_Saurid>

To: <VRESaurids_Saurid>0.825</VRESaurids_Saurid>

Now in game it's 82% like planned..

It took me 3 sec, maybe you can update this line so no one would come back again for this hahaha and the repartition would do as planned in the mod page.

Oh well if you don't have time I will have to do this correction every update then.
Sarg Bjornson Aug 6, 2024 @ 1:10am 
The game normalizes those numbers, so it shouldn't be a problem
Alerios Aug 5, 2024 @ 3:26pm 
Hey Sarg, is it normal that the "missmatch" concerning the xenotype percentage of the Saurid faction population is still like this: 100% Saurid, Impid 10%, Hussar 5%, Neanderthal 2.5%? It means the pool is at 117,5%. This number are not like the ones written here. I don't want to have an issue in my save if the xenotype pool of a faction is higher than the limits.. I confirmed the proportion by attacking 5 settlements of Saurid, there were 0 Impid, Hussar or Neanderthal. All of them were Saurid. I took a screenshot of the "issue". I saw 6 other posts saying the same things in these 56 post pages. I tested with no mods and this still happen. Other than that, mod works flawlessly and I like it a lot.
CrackaJack Aug 4, 2024 @ 6:04am 
dinos were never cold blooded btw, lizards are^^ not saying there havent been large as dinosaur lizards, but dinosaurs were warm blooded
Kenpachi Aug 2, 2024 @ 10:28am 
Saurid trader caravan die on map everytime from cold map they don't leave like regular trade caravan when the temperature is dangourous, they just wait until almost everyone die.
Sarg Bjornson Jul 20, 2024 @ 11:17pm 
Working fine here for me
你的队友 Jul 20, 2024 @ 8:14pm 
Xeno Egg will make the game really slow ( it turns good if you destroy those eggs), is there anyway you can make them less destructive?
Karmdal Jul 13, 2024 @ 9:51pm 
Immaculate mod, i like how y'all pictured lizardmen
Sarg Bjornson Jul 7, 2024 @ 2:21pm 
Yes
fullmoon Jul 7, 2024 @ 2:05pm 
does oviparis prevent extract IVF. i am trying to figure out what is preventing it.
V∆ŁĶẎŘĒΞ Jun 27, 2024 @ 10:57pm 
Привет у меня вопрос, почему у вашего мода на свино людей pigskin при разделке кожа свиная а при разделке ящеров кожа человека а не рептилии?
Shariul Jun 24, 2024 @ 2:13am 
For some reason babys hatching allready named "Младенец/Infant". When hatch message shows up it have naming option grayed out and says name allready given.
CryoChick May 22, 2024 @ 8:28pm 
would it be possible to make it so there was a gene that made it so the pawn lays unfertilized, similar to chicken ducks or geese?
Rodshock May 18, 2024 @ 11:16am 
having same issue with babies prenamed.
I also noticed a message pre-hatch that seemed to indicate that the baby is given this name very early on (e.g. Baby [name] is the new heir of [mother])
Lava May 7, 2024 @ 7:05pm 
I have submitted a bug report, I hope the issue is resolved.
Sarg Bjornson May 6, 2024 @ 10:52pm 
Use the bug report system linked above. We can't have bugs reported across 4000 different places
Lava May 6, 2024 @ 8:43pm 
not sure if you get discussion notifications, but I reported some issues about saurids last april and I haven't heard anything since so I am assuming you don't. I am wondering if any of the issues have been noticed & resolved by you or the team. As far as I know, they don't produce errors, so no logs, because they aren't errors, more like coding blunders (as in the code is working, but not how you want it to work). Here are the bugs I found playing on the saurid mother scenario back awhile ago:
Lava May 6, 2024 @ 8:43pm 
• Fertilized Human eggs aren't automatically disabled in food restrictions.
• Babies born from eggs already have traits.
• Eating a fertilized human egg doesn't count as cannibalism
• Cold-blooded temperature alert goes off at 0%
• The saurid faction has a 100% chance to spawn saurids despite listing other xenotypes.
• Saurid mother starts with eggs that are all the same gender
• When a baby hatches, it automatically gets assigned the first name "Baby" and takes a random Last Name and doesn't let you change it.
• Fertilized human eggs can spawn as rewards and or drop pod items.

(Unconfirmed)

• In the Saurid Mother scenario you will only birth female eggs.

I haven't played with saurids in awhile so I'm unsure whats been fixed. Thanks for your time
RamblingRob May 2, 2024 @ 9:58pm 
how do i get the egg to hatch? it has like "12 days left" and is at "31% progress" but it aint doing anything.
Sigourney Weaver in Alien4 May 2, 2024 @ 1:00pm 
as far as I understand it this is the only xenotype race mod from the vanilla series that also adds a faction, right?
Clarktron Apr 22, 2024 @ 5:56pm 
Looks like you can't choose the name of newly-hatched saurids. I have no option to rename baby saurids after they hatch, even within 24 hrs of them hatching. Is there any other way to rename them other than editing the save file?
CryoChick Apr 18, 2024 @ 8:43pm 
Hey I made a custom xenotype with the pheremones gene. a baseliner has the 'comforting scent' opinion of the custom xenotype. I assume this is the pheremone opinion that shouldn't happen from other xenotypes
A Terrible Modder Apr 18, 2024 @ 8:34pm 
the sounds are 1:1 with those the raptor makes in ark lol
monkeysandwich Apr 18, 2024 @ 1:49pm 
great mod! love to play it. One point of bugfeedback: when saurids are being sold as slaves by traders their pricees are rediculously low. I think that must be a bug.
Turambar Apr 16, 2024 @ 12:40pm 
There is a strange xenotype distribution in the faction of this mod: https://i.imgur.com/VUSfBNG.jpeg
Ravinglegend Apr 4, 2024 @ 5:00am 
@Sarg Bjornson Its the same with a bunch of the other xenotype mods and vanilla expanded power. That includes genies, sanguophage, waster, and phytokin. I saw my workshop mods folder basically go from 300 to 500 megabytes.
Oskar Potocki  [author] Apr 4, 2024 @ 1:41am 
Whoops.
Sarg Bjornson Apr 3, 2024 @ 11:13pm 
Oskar likely pushed it with the Source folder
Saucy Fish Apr 3, 2024 @ 10:34pm 
What happened to bounce this from 11mb to 56 lmao?
Zoey Apr 2, 2024 @ 10:24pm 
i had a similar thing but had my freezer set to accept all eggs without thinking and my colonists put the egg in the freezer and got a mood debuff when it died :C