RimWorld

RimWorld

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Medieval Fantasy Xenotypes
   
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Mod, 1.4
File Size
Posted
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1.171 MB
Jan 12, 2023 @ 2:08pm
Jan 14, 2023 @ 6:52pm
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Medieval Fantasy Xenotypes

In 1 collection by James009
RimWorld 1.4 Medieval Multiplayer
85 items
Description
Medieval Fantasy Xenotypes and Factions
This mod adds a collection of new xenotypes and factions for fantasy races including:
  • High Elves- Adds a high elf kingdom of dexterous Elves which live for a long time and have bonuses with pycasting.
  • Elves - Adds a tribe of tribal elves who are dexterous and long lived (ie. wood elves).
  • Dark Elves - Adds a tribe of savage dark elves who are violent and good at combat.
  • Blood Elves - Unhappy elves skilled with magic. (WIP)
  • Snow Elves - Angry pale elves who are adept at surviving in the cold. (WIP)
  • Dwarves - These short stout humanoids excel at mining and have their own realm.
  • Gnomes- These short stout humanoids excel at intellectual and mining.
  • Draenei- Hooved humanoids from WOW (WIP)
  • Orcs - The large humanoids live in a tribe and are violent brutes who excel at combat but not much else.
  • Goblins - These tiny green humanoids live in a violent cannibalistic tribe and are quite annoying to deal with.
  • Kobolds - These tiny rat-dragons live in a violent cannibalistic tribe and are quite annoying to deal with.
  • Dracthyr - These dragonoid lizardfolks live in a violent tribe and are powerful and can fly but difficult to maintain control over.
  • Lizardfolk - A tribe of nudist small lizardfolk who lay eggs are weak but plentiful.

It also adds factions for some of the basegame xenotypes to fit in medieval settings: pigskin tribe and yytakin tribe. Lastly, there is a multi-species kingdom you can befriend which includes almost all species (including some from Biotech).

Lastly, I've also added quite a few new xenotype icons or symbols for whatever random species you might want to make.

My 1.4 Medieval Modlist:
If you are looking for a "streamlined" Medieval modlist then check this out:
1.4 Medieval Modlist
I've taken care to ensure that it is multiplayer compatible.

Dependencies:
These modpack is dependent on Biotech, Ideology, Harmony Mod, Vanilla Factions Expanded, Outland Genetics, and Alpha Genes.

I have tried coding in the dependency for everything in case you are missing things but I am bound to have missed things; there may be bugs.

Compatibles:
These modpack has additional compatibility for:
- Vanilla Factions Expanded: Medieval - Support for the High Elf, Dwarf, and multi-species kingdoms.
- Metabolic Adjusters - Adjusts the new xenotypes to be a bit more in line with my settings. Also, adds additional size adjustments for various species.

TODO:
- Unique factions with Vikings.
- Custom names for the various factions.
- Addition of a gnome species and faction.

Thanks!
Special thanks to Neronix, the author of the fantastic Outland series, I couldn't have made this mod without their hard work with the variety of additional genetics! It's exactly what we are needing for a medieval fantasy playthrough.

Thanks to NGDaniel for the cover/preview art!

Please subscribe, rate the mod, and share it with your friends. Feel free to share your stories or suggestions in the comments or discussion!
Popular Discussions View All (2)
3
Apr 15, 2024 @ 4:39pm
Bugs!
James009
2
Nov 9, 2023 @ 4:26pm
Suggestions!
James009
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.