RimWorld

RimWorld

5e Xenos
39 Comments
Sabrael324 24 Jul @ 12:31pm 
Oh hey, thanks for the mention. Guess I better update mine!
JoeOwnage  [author] 24 Jul @ 11:46am 
@robcartree I just tried it with the updated version and I have lots of factions on the world map, no issue. Give it a shot in 1.6
Robcartree 4 Jun @ 5:53am 
Hey, this is a pretty well made Xenotype mod. But i have a problem, whenever i have it installed, and i go to the world generation map, there's only like 2 or 3 factions on the map, im pretty sure the mod is causing it because i tested it by itself (Plus dependencies)
神说万岁 7 Oct, 2024 @ 2:37am 
If you have subscribed to too many Xenos racial mods, you can try subscribing to Too Many Mods - Compats and Rebalances, which has made appropriate and reasonable adjustments for many Xenos
JoeOwnage  [author] 5 Oct, 2024 @ 3:33pm 
@doomswell the factions for now are just base game factions with a coat of paint. I want to build them out further with custom pawnkinds etc but I they are pretty basic for now just to get this up and running again.

If you want to limit technology, I use Mlie's Remove industrial stuff
JoeOwnage  [author] 4 Oct, 2024 @ 3:08pm 
Done
JoeOwnage  [author] 6 Mar, 2024 @ 7:58pm 
Yea I'd like to change over to that but I just haven't had time to look at it
神说万岁 1 Mar, 2024 @ 6:54am 
Brother, Fantasy Of The Rim has not been updated for too long. You can use this Big and Small module as a replacement! He even has the ability to create specialized skeletal genes! And there are also giants, trolls, and ogres, svirfneblin!,And the dwarves
SplashOfBlue 8 Dec, 2023 @ 4:13am 
keep getting duplicate red errors with this
doomswell 25 Sep, 2023 @ 1:21am 
What tech level are the factions? cause every Dwarf mod I can find is Industrial for some reason. Aren't they supposed to be medieval?
JoeOwnage  [author] 10 Sep, 2023 @ 9:39am 
Not exactly sure what you mean. It's not my texture if you're asking to use it for a new mod. I borrowed it with permission from Wa Skeleton mod
Eisenkrone 9 Sep, 2023 @ 4:38pm 
Just a quick dumb question dear author: Can I use the apperence of the skeletons via a gen and make my own xenotype? I am looking for a undead apperence gen to create my own thralls for an sanguophage knight. I hope it does.
Either way, this mod looks awsome!
JoeOwnage  [author] 26 Jun, 2023 @ 5:33pm 
Yea it's a good idea, I think I will add that just haven't had much time for gaming lately
Bobkiri 20 Jun, 2023 @ 5:47pm 
Could you also add support for Big and Small Genes? I've used them, and they have fewer errors and less performance impact than the body size gene, and the mods are more active in updating them. It would definitely be a good option.
Black Rooster 29 May, 2023 @ 7:19am 
Thank you @Doeetright
JoeOwnage  [author] 26 May, 2023 @ 11:50am 
Thank you @Doeetright
Doeetright 25 May, 2023 @ 6:16pm 
@Black Rooster, just a heads up in case someone doesn't respond to you in a reasonable timeframe.

Generally speaking, those type of warnings (Yellow) can generally be ignored. If you "want" to fix it, you need to copy 5e Xenos to your Rimworld>Mods folder (and NOT just edit the steam workshop version because it will be overwritten) and then go into the About folder and edit the About.xml and update each dependency with a downloadUrl. Honestly, doesn't even have to be a relevant one, just one something to fill the void. it's just something that does a default check for Rimworld.

Otherwise, unless it's a "Red" error, you can generally just ignore it. Sometimes you can even ignore those too depending on the situation.

So, "Yellow" errors = Ignore, "Red" errors = Try to fix if you're able. Again, not the case with every situation, but this one is easily something you can ignore. Hope that helps!
Black Rooster 25 May, 2023 @ 11:12am 
I only installed req mods and harmong huglib etc. I keep getting Mod 5e Xenos Patch dependency (det.stoneborn) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified for all req. mods. What should i do ?
JoeOwnage  [author] 24 Mar, 2023 @ 6:59am 
Kasa if you have ideas for better builds of the existing Xenos let me know your suggested gene list and I'll consider it
Kasa 24 Feb, 2023 @ 5:13am 
Nice!

At some point it be nice if the races were more inline with the D&D 5e counter parts, such as the warforge NOT being psionically def, no horns on the orcs, elves not being ageless, ect.
JoeOwnage  [author] 24 Feb, 2023 @ 5:08am 
Yes one of them is because the devdesigner elves mod added a second dark elf. I'll try to straighten it out this weekend

For some reason those match/no match patches aren't working properly I'll need to look at doing it a different way
Kasa 24 Feb, 2023 @ 4:49am 
There is an error where several races are added to vanilla factions multiple times, specifically the elves and trolls.

More specifically the wood elves and trolls most likely from your WoodElvesPatchNoMatch, and trollspatchnomatch.
JoeOwnage  [author] 23 Jan, 2023 @ 10:01am 
I think that changing a dependency might mess with a lot of people's saves but I could possibly make a patch that uses that one instead if it detects it. I can take a look when I get back to actively modding
bryn Ovem 23 Jan, 2023 @ 12:18am 
Is it possible to use redmattis big and small genes instead? Have trouble with the body size mod in the description :)
JoeOwnage  [author] 22 Jan, 2023 @ 9:24am 
Sure I'll look into that
FUnKy67 21 Jan, 2023 @ 1:14pm 
Any chance you can add a patch for alpha genes that’s removes those horns from illithids? I can’t recall anything from 5e saying they had horns
Lithe 9 Jan, 2023 @ 5:03am 
Dec 10th and 17th, so not very, very recently. I only installed both mods in the last few days, so that can't be it.
JoeOwnage  [author] 9 Jan, 2023 @ 3:21am 
Weird, did it just update or something?
Lithe 8 Jan, 2023 @ 12:07pm 
I figured it out, it's not this mod, sorry. It's the one that lets you change body sizes, either the genes one or the dependency.
JoeOwnage  [author] 8 Jan, 2023 @ 8:52am 
How big is your mod list? This only adds to xenotype chance on some factions so it shouldn't be causing that issue.
Lithe 7 Jan, 2023 @ 6:02pm 
Enabling this mod, or one of the mods further up the required mods chain, makes it so that no factions spawn when generating the planet and I can't start the game.
JoeOwnage  [author] 28 Dec, 2022 @ 7:22am 
Update on 12/28/2022 10:24:27 AM.

- Rebalanced Shifter Xenotype

- Added support for ↁ Elves to replace Wood Elf Xenotype if installed. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905623211

- Fixed some patches not applying correctly via LoadFolders
JoeOwnage  [author] 21 Dec, 2022 @ 4:39pm 
Update on 12/21/2022 7:42:40 PM.

Renamed Mind Devourer to Illithid.
JoeOwnage  [author] 18 Dec, 2022 @ 9:58am 
Update on 12/18/2022 1:01:31 PM.

Made some minor mostly cosmetic changes to Orc and Dragonborn xenotypes
JoeOwnage  [author] 17 Dec, 2022 @ 10:14am 
Update on 12/17/2022 1:18:05 PM.

- Made Stoneborn Xenotype and faction also toggleable
JoeOwnage  [author] 17 Dec, 2022 @ 10:06am 
Update on 12/17/2022 1:09:02 PM.

- Added toggleable BTE-Mammalia and BTE-Mythic factions and xenotypes under Mod Options > Vanilla Expanded Framework > Toggleable Patches

- Added support for Body Size Genes

- Added new icon for Halfling
FUnKy67 16 Dec, 2022 @ 7:40pm 
is it by design to remove the xenotypes from Biotech Expansion Mammalia https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878084431 from the game? i could understand replacing their elephant people for loxodons but im also missing the other ones too.
JoeOwnage  [author] 14 Dec, 2022 @ 7:11pm 
Not VFE, just Rimworld Core, Ideology, Royalty and Biotech factions so far.
Kippy 14 Dec, 2022 @ 4:56pm 
"Vanilla Factions are patched to include the new xenotypes."
Does that mean VFE factions are patched are vanilla factions are patched?