RimWorld

RimWorld

Medieval Fantasy Xenotypes
33 Comments
trukulo May 15, 2024 @ 6:51am 
May i recommend my mod as a substitute for this one for 1.5 until it updates?

https://steamcommunity.com/sharedfiles/filedetails/?id=3219379049
Ŧгєєzє Apr 13, 2024 @ 4:24pm 
1.5
Bizarro Mar 20, 2024 @ 9:18am 
Throws me a ton of errors now. Too many to list. Needs an update.
(≡◉‿‿◉≡) Dec 29, 2023 @ 6:14am 
Hello, if it's okay. Can you please create a separate mod for vanilla xenotype factions? I really like the tribal/medieval pigskin :(
James009  [author] Dec 3, 2023 @ 9:42am 
Good point, I think most of them are referencing medieval tech. I'll add that as a requirement.
Lycan Blackpaw Nov 21, 2023 @ 2:59pm 
@crashaholic187 I had the same problem but figured it out. This mod has a soft requirement for Vanilla Factions Extended - Medieval. Some of the factions try to reference that mod (like the dwarves) even though it's not listed as a dependency.
crashaholic187 Aug 11, 2023 @ 4:37pm 
Most of the factions are not showing up on world generation for me? They are not even in the choice list.
Smock 19th BN Aug 3, 2023 @ 5:01pm 
so far my goblins ive encountered are all baseliner. I can go in and assign each one i see with the goblin xenotype, but why isnt it doing it by itself?
Turbo Rob Feb 23, 2023 @ 11:58am 
Fair enough, thanks James! I sure do hope you figure out how to put it into mod manager settings to make it so we can choose what we want more easily.

With Xenotype Spawn Control, I was able to adjust the race % of factions too, including the multi-racial city. Its just tedious because there's 4 tabs, and the first two tabs are Factions and then pawns...which you have to choose things like what is the pop % of beggars, quest givers, pawns that spawn from this or that. Very tedious.

With no modding experience, can I go and just chop out bits of your mod (races) in an XML or notepad file to use myself? Is that a thing or how badly do you think I'd break it?
James009  [author] Feb 23, 2023 @ 11:15am 
Sure, don't spawn in their factions. There is also the multi-racial species you can turn off if you don't want to see them. Besides that there is a small chance of any race showing up for events but they should be rare.

One day I'd enjoy putting that into a mod manager setting but I have no idea how to do that at this point.
Turbo Rob Feb 23, 2023 @ 7:25am 
Thanks for the mod. Is it possible for me to only use a handful of the races? Currently I am using Xenotype spawn control but I find that pretty tedious to edit about 200 lines with different % amounts of spawning. I only want Elves, Dwarves, Orcs, Gnomes and Goblins.
Harkmagic Feb 16, 2023 @ 9:27am 
@POLAR BEAR I'm confused to. How are they supposed to reproduce if they are all female. The best you can do it mix with outsider blood, but then they aren't really Lizardfolk anymore.
rageBaiter Feb 11, 2023 @ 12:52am 
Great mod but the head of the goblin isn't quite aligned with the apparel they are wearing.
P0L0R BEAR Feb 2, 2023 @ 2:21am 
I am sorta confused why the Lizardfolk are all female, that seems kinda weird to me.
N/A Jan 21, 2023 @ 7:33pm 
update: i enabled everything in the Outland genetics options and the errors went away. not sure if it's actually related to the settings or just stuff hadn't initialized until i changed stuff there
N/A Jan 20, 2023 @ 11:24pm 
yeah, they're all in order. i'll do some testing with less mods and see if something else is causing conflicts.
James009  [author] Jan 20, 2023 @ 10:46am 
As of now, this mod will generate some warnings (due to the way cultures are coded) but your error sounds like you are missing one of the dependent files and it sounds like you are missing the Outland Genetics mod which adds most of the cosmetic and genetic features; check your modlist and load order, Xenotypes should be near the end/bottom.
N/A Jan 19, 2023 @ 10:59pm 
i'm getting a bunch of xenotype errors (eg. Could not load reference to Verse.GeneDef named Nose_DA_OrcNose) which i assume are coming from this mod because i don't have any other orc mods that i know of. "LYN" and "OE" prefixed genes are also among the errors. i have the four dependencies and sorted using rimpy. is there an obvious fix here, or should i poke around some?
Yakubian Tricknologist Jan 16, 2023 @ 4:43pm 
goblussy
LAJ-47FC9 Jan 15, 2023 @ 7:01pm 
In a sphere 3,000 light-years wide, with thousands of inhabited worlds and trillions of people... it really would not surprise me if people out there baked up xenotypes for the purposes of really intense LARPing. Definitely be looking at this one.
James009  [author] Jan 15, 2023 @ 10:41am 
Hi Kaya, when you initially downloaded the mod it should have prompted you to download the additional required mods. Those have been dependent since release of the mod because all of the new Xenotypes are based on the added genetics from those mods; they're super important.

I did add some code into the various races and factions to remove them if you do not have those downloaded and installed, I think that was in the v2 update. I think only the Orcs and Elves don't have that coded in right now.

I haven't tested much without the added genetics mods so I'm not sure how well supported the new xenotypes and factions will be.

On that note, I am expecting to revise the factions in a future update which may cause some problems. If anyone needs assistance when that happens let me know, I should be able to fix it.
Kayawolf Jan 15, 2023 @ 7:53am 
hi!
Today i tried to load up a new world, but it barely spawned in any factions (modded OR vanilla). yesterday it worked just fine.
after trying to find out what was going on, i saw on the steam page that the mod got updated after i logged off yesterday, and has new required mods ( alpha genes and outlanded genetics) to load correctly. but these are not implemented yet in the requirements shown in game. it fixed itself after i added these 2 extra mods, but i thought it would be a good idea to share if other people have the same issue!
Macropod Jan 15, 2023 @ 1:30am 
It is very important to know that science has accurately established the fact that the alkaloid theobromine contained in chocolate is a powerful psychotropic drug for elves. Chocolate is addictive in elves, suppresses the will and increases sex desire.
Уединение Jan 14, 2023 @ 9:11pm 
The Orcs too don't remember them having super long ears in Lotr
James009  [author] Jan 13, 2023 @ 4:54pm 
I'm debating swapping the high elf and normal elf's ears. 🤔
Уединение Jan 13, 2023 @ 9:55am 
The dwarves are well done though that's what I wanted ^^
Уединение Jan 13, 2023 @ 9:51am 
High elf ears are too long
James009  [author] Jan 13, 2023 @ 12:15am 
@Delta
What do you mean?
Delta1138 Jan 12, 2023 @ 11:16pm 
gee I wonder why this mod got released
James009  [author] Jan 12, 2023 @ 9:52pm 
Yeah, still working through some of the bugs. It is functional though.
Risk Jan 12, 2023 @ 8:39pm 
I believe there is a compatibility error with this mod and vanilla memes expanded. Cant provide errors since just took the mod off, but was getting errors about memes when I had it installed. Some of the meme errors were specificity to vanilla expanded such as the trader meme
oinko sploinko Jan 12, 2023 @ 8:29pm 
It's AI generated
HIM Jan 12, 2023 @ 7:38pm 
Jesus christ, what happened with their eyes? People on the preview are f-d up.