RimWorld

RimWorld

Elders Faction
104 Comments
BrAndres 1 Jul @ 5:24am 
First of all, thank you for making the mod. Will this be updated to 1.6?
Crimson Shadow 5 Feb @ 8:35am 
qustion is ther a difference between the psylink nueoformer and the sack of knowledge?
(i also use vanilla psycasters expanded if that changed enything)
CTH2004 9 Aug, 2023 @ 9:34am 
I figured (as you have helped on those mods), just wanted to double check (:

Thanks!

p.s. Any plans for new psycasts?
xrushha  [author] 8 Aug, 2023 @ 11:40pm 
@CTH2004 It is
CTH2004 8 Aug, 2023 @ 1:29pm 
Is this compatible with Vanilla Psycasts Expanded?
Sigourney Weaver in Alien4 12 Jun, 2023 @ 11:56am 
does this faction come with new quests, too?
Charbucks 25 May, 2023 @ 9:41am 
Using Cherry Picker to remove the "NatureHarmony" TraitDef fixes pawns not getting the natural focus type, even with tribal backstories.
onemorecup 13 Feb, 2023 @ 7:27pm 
Does this mod work with vanilla psycasts expanded?
ProfileName 24 Nov, 2022 @ 8:19am 
Ah, thanks for fixin' the sacks of knowledge!
xrushha  [author] 17 Nov, 2022 @ 10:22am 
Changelog:
- Fixed the sack of knowledge
- Anima chems no longer generate addiction/resistance genes
JohnMcHobo 17 Nov, 2022 @ 10:02am 
Faction and apparels work, however the sack of knowledge does not.
A colonist can be commanded to use it, will then use it, but the sack won´t be consumed and no psylink is formed or upgraded. I get no error message.
brucethemoose 3 Nov, 2022 @ 4:50pm 
Another small suggestion/critique: the biotech xenotype is kinda dsfunctional as:

- high psychic sensitivity is overridden by regular psychic sensitivity
- the hunger rate is 225%, which is rather high since there are no downsides.
Damon 2 Nov, 2022 @ 6:10pm 
hey @xrushha
I'm working on my own faction+race mods. I used your mod for troubleshooting my pawn name generation.
Could you check your own name gen on 1.4? I think it's also broken in your mod in the new version.
For my mod I fixed it by including nameMaker in GeneDefs/Xenotype.xml since I use a custom xenotype. Hope this helps.
Icaro 2 Nov, 2022 @ 5:10pm 
Sac of knowledge don't work.
Aelflead Wayne 1 Nov, 2022 @ 12:00pm 
Just paste the code into a xml file and put it in a active mod’s patch folder.
Aelflead Wayne 1 Nov, 2022 @ 11:59am 
I made a patch that will suppress biotech autogenerate function for ef_anima https://pastebin.com/UjQzSgYg , this can be temporary fix the xenotype editor error till the author adds the textures.
Sharizcobar 1 Nov, 2022 @ 9:48am 
Really enjoying this mod. I haven't even done any of the the unique Anima stuff. I just like having them show up as an "advanced tribal faction" as a counterpart to the Empire.
brucethemoose 31 Oct, 2022 @ 2:29pm 
Yeah, I was about to report the same issue. This borks the whole geneediting UI
m11kire 31 Oct, 2022 @ 2:01pm 
getting the same issue halley reported, biotech tries to make a gene for anima derived drugs, and can't thus borking the UI for the xenogene editing
xrushha  [author] 24 Oct, 2022 @ 9:38am 
@Halley Yeah, I'll look into it
Halley 24 Oct, 2022 @ 9:15am 
Someone reported this error to me:
Could not load UnityEngine.Texture2D at UI/Icons/Genes/Chemicals/EF_Anima/AddictionResistant in any active mod or in base resources.

It would appear that the Biotech DLC autogenerates a gene for resistance against each chemical and then expects there to be a UI texture for them.
ProfileName 20 Oct, 2022 @ 11:33am 
You can always update it to support the new version before it comes out, people can access the beta branches!
xrushha  [author] 20 Oct, 2022 @ 8:17am 
@|dvh| sure, I'll update it as soon as 1.4 releases
|dvh| 19 Oct, 2022 @ 1:44pm 
1.4 please? I love this mod and would like to continue using it!
ProfileName 9 Sep, 2022 @ 12:50pm 
The Sac of Knowledge is often really, really necessary to get in the case you have a mod like Vanilla Psycasters Expanded - I'd suggest the idea of being able to create these things, but it'd have to be very costly, and use very intense research and various resources...

Though, I find it best to just have to buy these things outright from people and people. It's well worth the price - if you manage to somehow generate that much Silver through Trade Ships.
Adorablorp 2 Sep, 2022 @ 6:38am 
I second @Hamacelos whenever you get the time.
Coolchilion 22 Aug, 2022 @ 1:48pm 
I do wish the drug textures were more in-line with Vanilla Textures Expanded , ah well.
Hamacelos 14 Aug, 2022 @ 1:32am 
with the new update , natural meditadion went back to tribal only in VPE , any chance the trait can unlock it too?
xrushha  [author] 29 Jul, 2022 @ 2:01am 
@RABAN30 Yeah, it does!
RABAN330 26 Jul, 2022 @ 9:34am 
does this mod work with ideology?
xrushha  [author] 17 Jul, 2022 @ 2:45am 
@JleRstvie I will make a patch when VE Psycasts drops
JleRstvie 1 Jun, 2022 @ 11:55pm 
Is it possible to make this mod compatible with VE psycasts?
HappyHead 26 Feb, 2022 @ 11:06am 
@{daNk}(Buds)
It depends on the mod.
Some mods do it all, adding new fractions you can encounter in the world and adding a starting scenario which gives you colonists from the added faction.
Other mods just add factions to the world.

Depending on the world you're building, Id reccomend against going toooo crazy with extra races and factions. The elders are pretty neat addition if for no other reason than the expansion of the psychic system with their gear.

I reccomend this, the vanilla expanded series, android tiers, and the forsaken with alpha biomes/alpha animals.
{daNk}(Buds) 25 Feb, 2022 @ 4:01pm 
im sure this is a stupid question , but im new to Rimworld and was wondering how /if/ exactily do we play as these New Race / Faction mods ?
Or do you only add them to the game as Things you can encounter in the World ?
Im confused ..
I see a Bunch of these Factions i would love to start out and play as but i must be missing somthing and cant seem to search up the right answer ..
Iopy 21 Feb, 2022 @ 4:14pm 
Anima Tea and Anima joints do not have any effect on the High Life Meme, comes up with the pawn is stoned on anima, but doesn't remove the debuff of high life. Any chance you're able to allow it to have an effect on this?
Match 9 Feb, 2022 @ 12:02am 
having the same issue as Blazerik, finally gave up trying to fix it and just started giving all of my psycasters the "one with nature" perk and calling it a day
bagelhe 1 Jan, 2022 @ 2:27am 
the tea and the joints have no drug policies. pls change it.
Scorpio 19 Dec, 2021 @ 7:50am 
anima tea is not showing on drugs policy
cubicPsycho 22 Nov, 2021 @ 1:14pm 
What tech level is the faction? I assume tribal?
EddyL 16 Oct, 2021 @ 4:13am 
I think this is incompatible with Meditation Freedom. All 'natural' backgrounds for meditation focus disappear, so you cannot use the Anima Tree
uberjammer 4 Aug, 2021 @ 10:44pm 
Likely not compatible with 'Choice of Psycasts', since this is not a Humanoid Alien Races mod. Just FYI.
Oh, also Faction Discovery (in the FAQ) has been renamed to Vanilla Expanded Framework.
Blazerik 22 Jul, 2021 @ 5:43am 
I didnt think of it until now but this mod and the one with nature trait might be the cause of my problems. I think there's and incompatibility with adjustable anima and meditation freedom, where all tribals lose the natural focus they're supposed to give leaving the "one with nature" trait as the only way to use anima trees. Since both mods are incompatible this is likely a problem with your mod and how you made the trait or something. Can you look into fixing it on your end?
BladeofSharpness 18 Jul, 2021 @ 12:42pm 
Thanks, and rewarded :-)
xrushha  [author] 18 Jul, 2021 @ 12:11pm 
@BladeofSharpness Done. Thank you for your feedback!
BladeofSharpness 18 Jul, 2021 @ 12:03pm 
That's awesome, I can't wait to try meeting your new faction :-)
I suggest you add it to the FAQ, many ppl play with CE.
xrushha  [author] 18 Jul, 2021 @ 11:07am 
@BladeofSharpness yes, it is.
BladeofSharpness 18 Jul, 2021 @ 7:04am 
Is it CE compatible?
Mcsqizzy 5 Jul, 2021 @ 1:00pm 
was running into an issue with the mod meditation freedom where i wasn't getting the nature meditation type and after combing the modlist removing elder faction fixed the issue that was preventing meditation freedom from giving all pawns artistic/nature meditation focus
xrushha  [author] 3 Jul, 2021 @ 5:53am 
@Coolchilion nope, addiction is not planned
Coolchilion 3 Jul, 2021 @ 2:35am 
@xrushha do you have plans for adding and addiction chance to the drugs? Or would they be left entirely positive buff?