RimWorld

RimWorld

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An awful 'Combat Extended Patch' for Roo's Minotaurs
   
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Mod, 1.5
File Size
Posted
Updated
268.280 KB
3 Jan @ 2:55pm
18 Apr @ 12:05pm
4 Change Notes ( view )

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An awful 'Combat Extended Patch' for Roo's Minotaurs

Description
HAHAHA, I LIED!! THERE'S NO EASTER BUNNY, THERE'S NO TOOTH FAIRY AND THERE'S NO COMBAT EXTENDED PATCH!!

A brief list of features
A good chunk of the minotaur weapons are just removed. I couldn't (ie. 'I couldn't be arsed to' in modderspeak) get the special features of weapons like the Midaspear working so I just chucked them out.
I did patch the weapons and apparel I didn't remove. Throwable chunks, the epsilon axe, it all works now.

In the place of their exclusive weapons, they now use warcasket weapons. The herculean gene added by the mod lets them grab and use warcasket weapons, patched the pawn kinds to utilize warcasket stuff.

Tweaked some pawns to be less awful and made them spawn with more appropriate gear for Combat Extended.

Patched the genes, the hediffs, most everything really.

Q&A

What's the purpose of a 'patch' that removes a good chunk of a mod's content? Why did you make this?
The genes. That's it, I just really wanted to be able to use the genes the mod adds without all the compatibility issues.
9 Comments
Lord Asshat 3 Jun @ 6:20pm 
To clarify, disabling them in the world gen before you click generate on the world, you can turn off those factions
Lord Asshat 3 Jun @ 6:19pm 
@Microsoft PowerPoint If I'm understanding correctly you should be able to just disable the junkers and mercenaries and that should prevent any war caskets preserving the low technology run
Microsoft PowerPoint 20 Mar @ 11:39am 
Could you delete the VFE - Pirates dependency? It doesn't fit medieval playthroughs.
turkler  [author] 4 Jan @ 6:39pm 
quick update, the patch now straight up removes some pawn types from faction. I realized that the minotaur pawn defs were more or less identical to base game pirate/outlander ones (with the exception that they'd always be minotaurs). I removed any non-unique pawn types and added the xenotype to those factions (so that they'll populate non-minotaur specific pawn types instead)

the placement of these pawns were reallly weird, like imperials were using just random minotaur pawn types for some reason. cut them out

unique pawn types, like the high/low guardians are preserved though. you'll still occasionally find a minotaur guard in pirate/outlander raids
SuperBoyOk 4 Jan @ 12:48pm 
Love your mods, thanks for the great work; though I would love doing this gene mods such as Det's Venators mod.
vanillaification 4 Jan @ 9:13am 
peak mod, thank you turkish femboy
BigGovernment 3 Jan @ 4:53pm 
Okay. I like the idea of grabbing the genes and tossing the weapons. Wouldn't mind doing the gene treatment for the other mods and grabbing their added custom factions/settlements. They remind me of Machinists settlements.
turkler  [author] 3 Jan @ 3:47pm 
@BigGovernment maybe
BigGovernment 3 Jan @ 3:43pm 
Any chance of a CE patch for the Satyr and Faun Extended? Minotaur Extended?