RimWorld

RimWorld

Forgotten Realms - Lizardfolk
143 Comments
SalmonToastie  [author] 6 Jan, 2024 @ 6:16pm 
Sure. There is a biotech version coming eventually.
Eu tenho 6 e estou dirigindo! 6 Jan, 2024 @ 2:49pm 
Would you give your permission for someone like Mlie to update this mod? I don't want to lose my 1.3 save
Lava 5 Jan, 2024 @ 8:15pm 
I look forward towards the update. When can we expect it to release?
SalmonToastie  [author] 2 Jan, 2024 @ 3:02pm 
They aren't that unique apart from head shape and natural armour.
SalmonToastie  [author] 2 Jan, 2024 @ 3:02pm 
Na i have a biotech gene version, HAR is kinda dead to me atm because of biotech.
Eu tenho 6 e estou dirigindo! 2 Jan, 2024 @ 9:31am 
Hello, may I ask, this won't get updated right? As in bringing the characters to a 1.4 converted save.
Terry the mushroom 21 Nov, 2023 @ 2:10am 
Mushroom sees all, and he will slay over all
SalmonToastie  [author] 21 Nov, 2023 @ 2:09am 
ahahaha how did yoy get the notification
Terry the mushroom 21 Nov, 2023 @ 2:08am 
SECONDARY slay
SalmonToastie  [author] 21 Nov, 2023 @ 1:33am 
All right everyone, i'm in the process of getting all my FR HAR races are basic genes. Won't have xenotypes maybe a basic preset one with like 2 things and the headtype.
Terry the mushroom 22 Jul, 2023 @ 6:12pm 
slay
HIVEMIND 20 Nov, 2022 @ 6:48am 
wake up samurai
SalmonToastie  [author] 4 Nov, 2022 @ 1:08am 
It updates when it updates
SalmonToastie  [author] 4 Nov, 2022 @ 1:08am 
Theres no deadline
Lucifearus 3 Nov, 2022 @ 12:45am 
1.4 coming or not?
Bjark 13 Sep, 2022 @ 12:13pm 
Just a heads up, you packageID has "_copy" in it which throws a warning on RimPy mod manager, not crucial but would be nice if you could fix.
Doomchibi 4 Sep, 2022 @ 9:58am 
My pawns from these races were invisible, I saw a few people mention the minotaur mod and decided to remove it as a test, and coincidentally my crocs are all visible now. Do you know why that might be happening and if there's any way I can still use the minotaur mod and not have pawns go invisible? I had a handful of other races (snow elves, deathkaps, others I can't think of) that were also invisible but I haven't seen any recently to be able to know if they are fixed now or not.
SalmonToastie  [author] 2 Sep, 2022 @ 9:58pm 
@IceMaverick Im also getting it my end, i haven't changed anything so maybe i need to look at alien race framework wikia to see if inherit values have changed. It could be the case that i need to create a new factionbase thingy instead of using the base game ones.
IceMaverick 2 Sep, 2022 @ 8:11pm 
Yeah, I want to echo Moon and Star's report. I have several mods that are supposed to corral threats to being in the same tech era as me. So I was really surprised when my medieval colony had a bunch of normal people from the Croc faction show up on my doorstep with guns and such despite industrial factions being blocked from spawning in my tech level.
CelestialAllure 2 Aug, 2022 @ 10:49pm 
Croc faction raids of large enough size (typicall around 1k) ignore the faction pawn list and spawn default humans with guns, power armor, etc.
Stormer 30 May, 2022 @ 3:19am 
For some reason the ideology biosculpting pod wont let crocodillians use age reversal cycle unless their age is above 120
UnboundShadow 16 May, 2022 @ 7:44pm 
thanks dawg <3
SalmonToastie  [author] 16 May, 2022 @ 1:37am 
reverting the version, i know what i've done not near pc for a while.
90sramen 15 May, 2022 @ 6:53pm 
Same issue as everyone else. What's really weird is that if the pawn goes to sleep in a bed, they become visible again? I have no idea if that actually helps pin down where the issues coming from, but it's weird nonetheless.
UnboundShadow 15 May, 2022 @ 2:51pm 
my crocs are now invisible .-.
Angery 15 May, 2022 @ 3:51am 
Okay if you have a problem, here's a temporary fix before it gets fixed.
Go to C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2417383578\1.3\Defs\ThingDefs_Races
Then edit Race_Squamata and Race_Crocodillian files by deleting:
<body>Things/Pawn/Xenohumanlike/Dragomorph/Bodies/</body>
Arkaedy_ 14 May, 2022 @ 7:31pm 
Reinstalling Minotaurs still gives the "wrong modlist" popup, but it doesn't seem to break anything. Assets are fine.

Lizardfolk is purely an asset thing. To clarify. I tried editing and I can't even change their body type to check if that was the cause.
Arkaedy_ 14 May, 2022 @ 7:12pm 
Yeah, the Minotaur mod isn't being recognized properly (keeps telling me to install it when I try to load modlist from save, but it's installed).

Lizardmen are all invisible (squamata/croco), but it *is* still being recognized as a mod.
Angery 14 May, 2022 @ 12:36pm 
Same happens to me, completely invisible and massive amount of errors pop out.
Eu tenho 6 e estou dirigindo! 14 May, 2022 @ 8:42am 
I edited my pawn in character editor and changed its body size. There's no fat croc man anymore, that's why it wasn't rendering for me. Weird change, but at least he's visible again.
Benny 14 May, 2022 @ 8:12am 
Same here, one of my pawns is completely invisible
Eu tenho 6 e estou dirigindo! 14 May, 2022 @ 6:52am 
What changed in the new updates? My pawns from your mods are not being rendered, so I want to know before I check the log or send any errors
SalmonToastie  [author] 13 May, 2022 @ 7:23pm 
@Leon Fuck thats why they do that ahaha.
CapitalTeeth 8 May, 2022 @ 12:05am 
Ah yes, space argonians
Leon The Hero 27 Feb, 2022 @ 1:16am 
both the squamata and crocodilian factions inherit from the outlander factions, so they can (and frequently do) spawn humans with industrial level tech in raids
ThePhantomIntheTypewriter 26 Jan, 2022 @ 11:24am 
Ha, but still I'm mostly just curious. I dig the mod but I'm just curious.
Seriously Unserious 25 Jan, 2022 @ 9:51pm 
@ThePhantomIntheTypewriter - I guess because the Lizardfold aren't very good storytellers? :steammocking::steamhappy:
ThePhantomIntheTypewriter 25 Jan, 2022 @ 8:33pm 
Quick question, and I know it's a foolish one, but why were tails not included?
SalmonToastie  [author] 1 Jan, 2022 @ 1:43am 
i can change that in defs luckily. I'll have a look at all the different age limits
SalmonToastie  [author] 29 Dec, 2021 @ 4:27am 
cause i want to mess with the life expectancy of the new loxo elephants
SalmonToastie  [author] 29 Dec, 2021 @ 4:27am 
which mod ahaha
mcsylver 28 Dec, 2021 @ 8:40pm 
@SalmonToastie there's a mod that fixes it
The default RimWorld assumes the last age group is adult. So elder gets assigned as the required age instead. It works just fine with the mod to adjust it
SalmonToastie  [author] 27 Dec, 2021 @ 4:30am 
@mcsylver damn i haven't even thought about 1.3 stuff yet, i still play on 1.2 atm so when i eventually move onto 1.3 (literally this month)
Pancakesnake 15 Dec, 2021 @ 7:33am 
idk asked the same thing
pinacale 13 Dec, 2021 @ 8:10pm 
What modifiers do these lizardfolk have?
mcsylver 10 Dec, 2021 @ 5:29am 
I'm having an issue with the squamata.
My one colonist is demanding to use the vanilla age reversal pod, but the pod says she needs to be at least 120 to use it, even though their life expectancy is only 70, most people can start age reversing as young as 25.
I don't know how to twiddle with the files or I'd look into it myself
Pancakesnake 9 Nov, 2021 @ 8:18am 
pardon my spelling.
Pancakesnake 9 Nov, 2021 @ 8:18am 
can you add a discription of the buffs and nerfs that they bot get ? plz