RimWorld

RimWorld

Roo's Satyr and Faun Xenotypes Expanded
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
Tomson Johnson Jan 15 @ 8:37pm 
+1 for the centaurs idea
Speck Jan 4 @ 7:38pm 
Ahhhh, I love your race mods! Would you ever consider making one for Centaurs?
Yopsergio Dec 27, 2024 @ 11:34pm 
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
Yopsergio Dec 27, 2024 @ 10:08pm 
I cannot enable the faemail to be stored in any storage or stockpile, is that a mod incompatibility or anyone else have the same issue?
Ano Oct 27, 2024 @ 12:21am 
RATS
Mathrador Oct 26, 2024 @ 9:28pm 
OOOO yes! so long as the have snake tales and such. then i could even make my own Lamia. I am making a Medieval Fantasy heavy mod pack so this will be great.
Rooboid  [author] Oct 26, 2024 @ 2:51pm 
@Mathrador The xenotype we're working on now are gorgons, which aren't too dissimilar to lamias, so I hope you'll give them a try when they're done! :)
Mathrador Oct 25, 2024 @ 3:55pm 
If i could make a request! since you have made one of my most loved Xenotype mods i would love to see a Lamia Xenotype by you if possible. So far the only Lamia out there needs Big and Small to work but Big and Small is not Multiplayer friendly but yours is.
Rooboid  [author] Oct 25, 2024 @ 10:15am 
@Bones Someone else noticed this too, this will be fixed in the next patch! :)
Bones Oct 24, 2024 @ 8:55pm 
Has anyone else had an issue with the faemail not showing up in the apparel policies menu, Even searching for it doesn't bring it up.
Damn Oct 23, 2024 @ 4:27am 
thank you :doahead:
violue Oct 16, 2024 @ 11:23pm 
i checked every day for like four months and it's finally here ;_; bless
MerlinCross Oct 6, 2024 @ 7:28pm 
Nature Tech run returns we are so back baby!
Lupo Oct 5, 2024 @ 9:39am 
It just haven't been the same with out these mods
Alexios II Komnenos Oct 5, 2024 @ 7:28am 
WE ARE SO BACK
ductoan9671 Oct 5, 2024 @ 4:04am 
Yay!! Finally I can play with this mod, thank you for your hard work!
anfillius Oct 5, 2024 @ 3:11am 
The Minotaur and Faun/Satyr mods were the 1.5 mods I had been hoping and waiting for. This really made my day. Thank you for all the work you've put into this.
去码头整点薯条 Oct 4, 2024 @ 9:47pm 
\OWO/
Vindicator Oct 4, 2024 @ 7:05pm 
Frabjous
swarriorm67 Oct 1, 2024 @ 2:20pm 
I have never been more happier for a mod.
(Grodsisnky will be reborn and make our Winter Crops prosper once again).
AerakiBaer Sep 25, 2024 @ 4:27pm 
Heck yeah!!! thank you for coming back! your xenotype mods are my favorite mods.
Strangely unnormal Sep 24, 2024 @ 9:55pm 
yippee
Rooboid  [author] Sep 24, 2024 @ 3:56am 
Hey all, thank you so much for your patience while we've been working on updating our mods to 1.5! We've been adding some exciting new features, tweaking existing ones and fixing all kinds of bugs. (No more faun and satyr caravans eating all of your food! At last!)

So watch this space, we're hoping to have all 1.5 xenotype mods released soon!
Solzucht Sep 20, 2024 @ 8:54am 
Will wait for this update :) Good stuff!
swarriorm67 Sep 10, 2024 @ 9:42pm 
I miss this mod on 1.5.
Unironically it saved my favorite colony.
Dr. Killjoy Sep 3, 2024 @ 11:25am 
Is there a way to port this to 1.5? I'm happy to do the homework if it only takes a day or two
TimultyToo Aug 29, 2024 @ 8:17am 
❤️
Morcalvin Aug 14, 2024 @ 10:57am 
Please update this and minotaurs expanded!
posthum Aug 10, 2024 @ 4:04am 
Really miss this one, too.
Cheese Jul 30, 2024 @ 7:13pm 
I miss this mod so much! Hope to see an update, hope the author is well.
Blake81 Jul 5, 2024 @ 1:52am 
Wish we got some news. It's been taking so long I am worried that Roo has stumbled upon some big roadblock that's preventing progress...
LoboOscuro Jul 1, 2024 @ 10:41am 
+1 on Toradrow777's idea for Harpies, I think they could be very unique
Urlkiller Jun 23, 2024 @ 3:37pm 
Any chance you can add the hairs into the HD hair mod. I cant use them rn because the mod isnt updated :(
Psyckosama Jun 20, 2024 @ 8:11pm 
How's the 1.5 update coming?
toradrow777 Jun 7, 2024 @ 2:22am 
Hey, Roo. When you get your mods updated and bugfixed, think we can see some harpies and centaurs next? And maybe something to go along with Goji's Merren if you two are willing to work together. I know one of my favorite playthroughs back in 1.4 was to have your minotaurs, satyrs, and fauns, Goji's merren, and my attempt to make a harpy using genes from various mods living together in a colony.
Latex Santa May 22, 2024 @ 6:56am 
@Remedy
Yet another reason why RimWorld is so great - the sheer variety of playstyles.
See, that combo is not something that has ever occurred to me.
You want these goat people in your game to lead them to a better life.
I want them in my game to turn them into chemfuel. We are not the same, and that's okay.
.Rhah. May 19, 2024 @ 6:26pm 
Hey Roo and Zelan
Is there any chance you guys could check in to the incompatibility with "New Limbs Need Training" again? Or should I try and get Mlie to correspond with you guys to help iron out the incompatibility together? I have a feeling you guys could much better explain what is going on than I could.

In 1.4 I somehow had everything playing nice together at one point, but something finally gave up the ghost as we were approaching 1.5 and I started getting the missing legs on my unguligrade pawns.
Sulya Sparrow May 18, 2024 @ 5:50am 
Hope coming soon 1.5 :er_heart:
Rat Catcher Apr 28, 2024 @ 3:39pm 
Faecap doesn't actually give psychic sensitivity
IT wiLL pasS Apr 20, 2024 @ 4:39am 
Love your mods