RimWorld

RimWorld

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Dragons of the Rim
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.807 MB
May 3, 2024 @ 6:10am
Aug 7 @ 4:53pm
6 Change Notes ( view )
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Dragons of the Rim

In 1 collection by Bean
Xenos of the Rim
8 items
Description
Adds 2 new xenotypes, 2 new factions and several new genes.





Draconid Xenogenes

Drakling Xenogenes










Integration with other mods
Ancient Eastern Armory (Continued)

FAQ
Q: Can I add this mod mid save?
A: Yes!

Q: Do I need to download the intergration compatable mods in order for this mod to work?
A: No, they are not required.

Notes
Draconids are based on dragonborn from dnd and Draklings are based on kobolds from pathfinder.
15 Comments
AcetheSuperVillain Jul 30 @ 2:39pm 
I wish the dragons had tails...
Bean  [author] Jul 11 @ 12:09pm 
Fixed, ty test.
test Jul 11 @ 11:13am 
Hi, I am getting this message

Could not resolve cross-reference to Verse.ThingDef named Gunmar_Apparel_Tribal (wanter=apparelRequired)
UnityEngine.StackTraceUtility:ExtractStackTrace ()

So I found that this gunmar apparel is from Tribal Warriors Set but you have it under MayRequire="OskarPotocki.VFE.Medieval2"
Bean  [author] Aug 25, 2024 @ 10:20pm 
I had no idea you could put those namers inside the Xentotype def. Thank you for pointing that out.
Renegaiden Aug 25, 2024 @ 10:07pm 
I noticed that there's namebanks specifically for the xenotype. They're pointed to in the Culture def, but you'll probably want to add these flags specifically to the Xenotype def.

"<nameMaker>XR_NamerPersonDragon</nameMaker>"
"<nameMakerFemale>XR_NamerPersonDragonFemale</nameMakerFemale>"
"<chanceToUseNameMaker>1</chanceToUseNameMaker>"

Otherwise, the game's unlikely to pull from those namebanks and just use whatever the default is, depending on the faction's base; like tribals getting the "animals and colors" theme.
Aravox Aug 2, 2024 @ 9:25pm 
@Bean the author, Is there any way i can beg you to give the Dragon xenos here in this mod an ability that they morph into the bigger flying dragons from the Dragons decent mods? And a morph back to their original forms? I've been looking for a way to play as a literal dragon.

Or perhaps just take the Dragons descent mod and some how make it so those are actual pawns, jobs, needs, traits and all that but as big 4 legged dragons that speak?
Snipass May 14, 2024 @ 9:24am 
Thanks for the reply, I'm sure it can't be easy.
If you're ever interested in the subject, there's a mod called “Nals Facial Animation for HAR” which patches a number of races available in “Humanoid Alien Races” to make them compatible with “[NL] Facial Animation - WIP” and in the list there are Dragonians (although I have no idea if this race works like your xenotype).
Bean  [author] May 12, 2024 @ 11:19am 
A mod like that is definitely incompatible with a mod like this. No idea how the facial animation mod works so I wouldn't even know where to start with making it compatible.
Snipass May 12, 2024 @ 12:26am 
Hey, first of all thanks for this new xenotype, like many, I love adding them to my games !
Just in case, is it possible to use your mod with Facial animation ?
Because I've had to tinker as much as my knowledge would allow me impossible to succeed in displaying the xenogene “dragon heads” when facial animation is activated, I end up with very human heads, all bald with horns, it's a little ridiculous. I've been able to confirm that this is where the problem lies, since if I deactivate facial animation, the dragon heads display correctly.
Auster May 5, 2024 @ 6:25am 
@Bean
Your welcome. Was not sure if you were or not. I'm always looking for more xenotype mods myself. :)