RimWorld

RimWorld

Roo's Faun Xenotype
107 Comments
Theta 11 Jul @ 8:06am 
Feeling the same as the below comment!
Jane Austen 5 Jul @ 10:12pm 
Roo's mods are a must have in my mod list, I really hope someone updates them to 1.6 :(
lukimuki 2 Jun @ 10:15am 
same problem as Cadet CStinky
killing pawn and resurrecting didnt help he just started blasting again
Anta'el Feir 26 Apr @ 11:43am 
In general, by the method of elimination, I realized that the problem is in the WVC mod - Xenotypes and Genes, I use bodies from the XEVA mod because they have many cool visual skins for different genes, including hooves, but for some reason it is from the hooves and the WVC mod that the display of the pawn turns into a fluffy carpet with a floating head
Anta'el Feir 26 Apr @ 5:37am 
I have an insane amount of mods so it's taking a while to find the problem by process of elimination but maybe someone can tell me, I saw the male hoof gene from Roo's Faun Xenotype mod give a unique body but then it disappeared and now the gene gives an invisible body and a smeared wooly something underneath (it looks like the head is floating above the wool carpets), my colony doesn't always have satyrs and fauns so I didn't notice which mod broke it, though I admit the memory of such a body may be false. I recently ate too many mushrooms and don't sleep enough
Cadet CStinky 18 Apr @ 10:02pm 
I'm having an issue with Spore Cloud's explosion not ending. It continues to explode
Windy 17 Apr @ 11:52pm 
Does growth aura impact performance much? I'm running a very large modlist so I'm trying everything to keep performance up.
ShrapNil 19 Mar @ 10:28am 
this mod is good! i trap them in cages and put them next to my farm for free growth!
SiaNKs 9 Feb @ 6:03pm 
No CE, but why would u need CE patch for that anyway? Is there a deer who shoots 7.62 mm through his nose? Unless it adds weapons but couldnt see any
Durandal 8 Feb @ 12:21am 
only for 1.5 oof...
Velvet 30 Jan @ 10:09am 
The mod settings allow you to make it so they aren't afraid of friendly mechanoids. Not sure if you mean the cleansweeper, or a literal mod-added roomba, but if its the latter and the setting isn't working you might need to report it as a bug.
SuperTaster 20 Jan @ 10:17am 
Is there a way to turn off the genetic mechaphobia? My 3 year old faun keeps fainting at the sight of a roomba, and it's very aggravating.
let's dance amigo 27 Nov, 2024 @ 3:00pm 
Aaah new species to ge- ahem making friends
Luz Mala 27 Oct, 2024 @ 9:20pm 
I just yelled. I DIDN'T THINK WE'D GET EM BACK YAAS :steamhappy:
Kirbington 25 Oct, 2024 @ 10:22pm 
My beloved Faun are back <3. Thanks Rooboid!
FelipeGames2000 21 Oct, 2024 @ 4:05pm 
I knew it was only a matter of time until someone commented about a Psycaster Faun who uses the Frostshaper path lmao
gunns22 14 Oct, 2024 @ 1:52pm 
Does it work with Vanilla Psycasts Expanded? Because I'd like to give a female Faun a Psylink and invest in the Frostshaper Psycast. =)
surefirecure 8 Oct, 2024 @ 7:24am 
YAHOOOOOOOOOOO
Green Party Dew 5 Oct, 2024 @ 3:01pm 
Thank you Rooboid sorry if I was pushy; I'm glad you updated the mods I had given up hope.
Dr. Nolegs 5 Oct, 2024 @ 7:36am 
I appreciate it, and it does!
Rooboid  [author] 5 Oct, 2024 @ 7:03am 
@Dr. Nolegs Hi, that's a really good idea. We've updated the mod to now have a Mod Settings menu. There, you can make it so that Mechaphobic pawns no longer fear friendly mechanoids. :)

Hope that helps you with your faun mechinator!
Rooboid  [author] 5 Oct, 2024 @ 6:06am 
@Hamacelos That's absolutely right, you've got it. I've changed it now so that any PawnKinds that are given virtuoso abilities are always Satyrs. I'll push the update in the next hour :)

Ooh, that's an awesome patch! Good idea! You might have the entire map as your ability range hehe
Hamacelos 5 Oct, 2024 @ 5:58am 
thank god i wasnt crazy then. is it because the fauns can spawn with the same pawnkind?

and about the nature connection limit, i've patched anima bionics to give a tiny bit each, can do some crazy stuff with it( probably too op)
Rooboid  [author] 5 Oct, 2024 @ 5:14am 
@Hamacelos Actually whoops, I can see why the fauns are spawning with the abilities now, my bad! I'll push an update later today that fixes it! 🙈
Rooboid  [author] 5 Oct, 2024 @ 5:08am 
@Hamacelos That's so strange that a faun spawned with the ability! The abilities are tied to PawnKindDefs that can only spawn as Satyrs, not Fauns. Do you have any mods that change the way xenotypes are allocated? How did you recruit those pawns in your colony on your screenshot? 🤔

Also no, there's no technical limit to how much your abilities can be buffed by Nature Connection, but you'd probably need to mod in your own ways of boosting it high enough to become broken. :)
Dr. Nolegs 4 Oct, 2024 @ 8:06pm 
I have a request,
mostly because one of my favorite Fauns was a mechinator,
Could you make it so the 'Mechaphobia' gene doesn't apply if the Faun is a Mechinator themselves (has a mechlink)?

It hurts to think that the Reclusive Fauns (who used to fit so well into the forced Reclusive Mechnicator start) get so massive penalized.
MIMI Sentry 4 Oct, 2024 @ 7:09pm 
And the flood gates have opened! :D
Vindicator 4 Oct, 2024 @ 7:06pm 
Callooh!
Hamacelos 4 Oct, 2024 @ 4:39pm 
and question is there a theoretical limit to how much you can increase the range of the nature boost abilities?
Hamacelos 4 Oct, 2024 @ 2:15pm 
even more weird is that is not all of them( but proof i am not crazy):

https://imgur.com/a/oQYRoAz
Hamacelos 4 Oct, 2024 @ 1:43pm 
the faun xenotype has the melodic satyr power too( despite not having the gene)
skimaskalx 4 Oct, 2024 @ 1:41pm 
LFGGGGGGGG :steamhappy:
Scrub Daddy 4 Oct, 2024 @ 12:41pm 
lets fukin go bby
Kayawolf 4 Oct, 2024 @ 12:26pm 
<3 !!! updatedddd
Venris 30 Sep, 2024 @ 11:21pm 
Take all the time you need, but I'm more hyped for the return of this mod than I was for Anomaly. <3 <3 <3
Belisar 30 Sep, 2024 @ 12:14pm 
Ohh! Tyvm!!!
Cinemor 26 Sep, 2024 @ 8:43pm 
Yipeee! :wolhappy:
Rooboid  [author] 24 Sep, 2024 @ 3:57am 
Hey all, thank you so much for your patience while we've been working on updating our mods to 1.5! We've been adding some exciting new features, tweaking existing ones and fixing all kinds of bugs.

So watch this space, we're hoping to have all 1.5 xenotype mods released soon!
Aniila 17 Sep, 2024 @ 4:00am 
1.5? Q.Q
Belisar 9 Sep, 2024 @ 6:31pm 
Does anyone know of a fork to use in the mean time?
Eselt 8 Sep, 2024 @ 6:26am 
These mods are just delightful. Thank you for making them!
CroppedCorn 3 Sep, 2024 @ 6:38pm 
I don't need it... I don't need it... I NEEEEEEEEEEEED IIIIITTTT
skimaskalx 3 Sep, 2024 @ 3:31pm 
1.5…
Hornet from Hollow Knight (real) 10 Aug, 2024 @ 10:05pm 
When 1.5 update?
Visoth 4 Aug, 2024 @ 8:38pm 
Looking forward to the update! Thank you author(s)!
蓝曦奇 16 Jul, 2024 @ 6:32pm 
I LOVE YOU MOD T~T 1.5
Vindicator 7 Jul, 2024 @ 2:24pm 
@Chesse5552024 I assume that's intentional, since Rimworld is a more science-than-fantasy game. Even psychic powers are attributed to mind enhancing machine implants.
Eselt 22 Jun, 2024 @ 2:36pm 
<3<3<3<3<3<3<3<3
Multiple Birds 5 Jun, 2024 @ 7:14pm 
Love this mod, cant wait for it to be updated. No rush though, thanks for all your hard work!
Chesse5552024 1 Jun, 2024 @ 12:14pm 
This one feel more sci fi than fantasy i dont getting this.