RimWorld

RimWorld

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Roo's Faun Xenotype
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Mod, 1.5
File Size
Posted
Updated
11.220 MB
May 5, 2023 @ 11:38am
Oct 5, 2024 @ 7:00am
7 Change Notes ( view )
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Roo's Faun Xenotype

In 2 collections by Rooboid
Roo's Satyr and Faun Xenotypes - Integrated Mods
35 items
Roo's Minotaur Xenotype - Integrated Mods
23 items
Description


Deep within the greenest groves of the Rim lurk the fauns – delicate and nimble relatives of the deer, often compared to shooting stars — for as quickly as you catch sight of one, they’re just as quick to flee.

They possess a spiritual link with nature, granting them a myriad of special abilities, including some abilities newly added to the 1.5 update. From passively boosting the growth of plants around them to being able to constrict foes in a barrage of thorny chokevines, fauns can be flighty foes with nature on their side.

Their spirituality and hot-footedness comes at the cost of a fear of mechanoids and inherent reclusiveness – a personality trait that sets them apart from their frisky cousins, the satyrs.



Features:
• 13 new genes, 12 of which make up the faun xenotype.
• 30+ faun-themed backstories to go with various new pawn types.
• 4 new abilities!
• And more!


Like their not-so-distant relatives, the satyrs, fauns sport a pair of horizontal pupils, as well as long, furry legs and broad hooves. fauns can also be identified by their unique head types, large antlers and fluffy ears.





The fauns’ spiritual connection grants them a range of new abilities: Growth Aura, Chokevine Grasp, Spore Cloud and Tree Skip. However, the intensity of these abilities depends on a new stat; Nature Connection.



The Fae Apparel from Roo’s Satyr and Faun Xenotypes Expanded are a quick way to boost your pawn’s Nature Connection. Aside from that, certain stats affect, and depend on, your Nature Connection stat, such as:













Akin to their quadrupedal ancestors, fauns are skittish and reclusive by nature and feel much more at home surrounded by forests and flowers as opposed to flesh. Or Gods forbid, machines.







To avoid mod bloat, all faun apparel, weapons and hairstyles can be downloaded in Roo's Satyr and Faun Xenotypes Expanded.




Q: Is this mod compatible with…?
A: Please check the compatibilities collection.

Q: What changed in the 1.5 update?
A. Check out the 1.5 Change Log.

Q: Do I need any other mods to use this?
A: Only Harmony and the Biotech DLC are needed to use this mod.

Q: Can I add / remove this to / from an existing save?
A: Please be cautious changing your modlist during a playthrough.
Upon lightweight testing, the mod can be added to a save, but not safely removed.

Q: I'm experiencing a bug.
A: You can report bugs in the bugs discussion page or in the Discord server[discord.gg].

Q: Why don't the fauns have the natural meditation type unlocked?
A: Use the Genetic Natural Focus Mod to give all fauns the natural meditation type.

Q: Why are mechaphobic pawns scared of friendly mechanoids?
A: You can make fauns fear only hostile mechanoids - not friendly ones - in the Mod Settings Menu.

Q: Where's the 1.4 Version?
A: You can download the 1.4 version of this mod here[github.com].

Q: Why don't fauns drop venison like VE's pigskins / insects?
A: Personal preference. The cannibalism thought seems to infer that pawns oppose the concept of cannibalism, not the taste. So even if their meat is genetically engineered to be tasty, butchering any humanlike is still conceptually cannibalism.



We hope you have FAUN with this mod! If you want to support us, and have the means to do so, you can do so using the links below. Thank you!

[ko-fi.com]
[discord.gg]
Popular Discussions View All (1)
19
May 31 @ 8:05pm
Roo's Faun Xenotype - Bugs
Rooboid
105 Comments
lukimuki Jun 2 @ 10:15am 
same problem as Cadet CStinky
killing pawn and resurrecting didnt help he just started blasting again
Anta'el Feir Apr 26 @ 11:43am 
In general, by the method of elimination, I realized that the problem is in the WVC mod - Xenotypes and Genes, I use bodies from the XEVA mod because they have many cool visual skins for different genes, including hooves, but for some reason it is from the hooves and the WVC mod that the display of the pawn turns into a fluffy carpet with a floating head
Anta'el Feir Apr 26 @ 5:37am 
I have an insane amount of mods so it's taking a while to find the problem by process of elimination but maybe someone can tell me, I saw the male hoof gene from Roo's Faun Xenotype mod give a unique body but then it disappeared and now the gene gives an invisible body and a smeared wooly something underneath (it looks like the head is floating above the wool carpets), my colony doesn't always have satyrs and fauns so I didn't notice which mod broke it, though I admit the memory of such a body may be false. I recently ate too many mushrooms and don't sleep enough
Cadet CStinky Apr 18 @ 10:02pm 
I'm having an issue with Spore Cloud's explosion not ending. It continues to explode
Windy Apr 17 @ 11:52pm 
Does growth aura impact performance much? I'm running a very large modlist so I'm trying everything to keep performance up.
ShrapNil Mar 19 @ 10:28am 
this mod is good! i trap them in cages and put them next to my farm for free growth!
SiaNKs Feb 9 @ 6:03pm 
No CE, but why would u need CE patch for that anyway? Is there a deer who shoots 7.62 mm through his nose? Unless it adds weapons but couldnt see any
Durandal Feb 8 @ 12:21am 
only for 1.5 oof...
Velvet Jan 30 @ 10:09am 
The mod settings allow you to make it so they aren't afraid of friendly mechanoids. Not sure if you mean the cleansweeper, or a literal mod-added roomba, but if its the latter and the setting isn't working you might need to report it as a bug.
SuperTaster Jan 20 @ 10:17am 
Is there a way to turn off the genetic mechaphobia? My 3 year old faun keeps fainting at the sight of a roomba, and it's very aggravating.