RimWorld

RimWorld

FRBE Addon - Gnolls
50 Comments
Sabrael324  [author] 13 Jul @ 10:03am 
Yep, definitely doing "research" at the moment to see what all is in Odyssey :laughing_explorer: Already have some ideas for 1.6, but might wait until RWoM is updated.
Flynt 13 Jul @ 6:40am 
Fingers crossed that life allows you to get this mod working in 1.6. I keep trying to set up a new world and it's like... "I want my gnolls, damnit."
Deimos kai Aischylos 20 Feb @ 6:20pm 
Take your time. It is definitely worth the wait.
Sabrael324  [author] 20 Feb @ 5:37pm 
I am clawing my way back to being able to work on this again. New job plus development on something not rimworld related has been sucking all my time. This and the others in the series, plus the ones I haven't finished, definitely need some updates. Thanks for the kind words!
Deimos kai Aischylos 20 Feb @ 4:59pm 
This mod really deserves so much more love. Loved it since I downloaded it, and loved it more once the RoM requirement message was removed. I've been working on a wild man colony. We only just reached the industrial age, but we have thousands of piles of food and resources, as well as a handful of custom xenotypes I was lucky enough to get in my colony. Just a bunch of powerful vampires and mechanitors. Then, the raid notification arrived minutes ago.

An Aardgnoll raid. Hm, okay. I get plenty of raids, a lot with easily close to fifty attackers. There didn't seem to be that many. But then I noticed it: at least ten members of it were psycasters. One was riding on a true dragon. While we didn't lose anyone, some were downed. Between the fear spam, the rot and the literal dragon, it was the largest threat we've face from any raid without guns.

So, just know how much I love this mod. May the coming gnoll sandwiches be honored with the best plates.
Sabrael324  [author] 11 Feb @ 7:21am 
Can you put up the full log somewhere? Pastebin, github gist, etc? That clip isn't super helpful.
FMS 9 Feb @ 2:19am 
Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5EA15CB3]
at RimWorld.Faction.TryGenerateNewLeader () [0x00129] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionGeneratorParms parms) [0x001f0] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FactionGenerator.CreateFactionAndAddToManager (RimWorld.FactionDef facDef) [0x0008e] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FactionGenerator.AddFactionToManager (RimWorld.FactionDef facDef) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.Collections.Generic.List`1[T] factions) [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (System.String seed) [0x00005] in <69945a8ed6c540cf90b578de735e0605>:0
Sabrael324  [author] 2 Oct, 2024 @ 9:49am 
Hm. I don't use any HAR races in my setup currently - do you get any errors? I'll have to try that out next I have some free time to dig into this.
INU 1 Oct, 2024 @ 5:17am 
Alien race
Sabrael324  [author] 29 Sep, 2024 @ 8:36pm 
I use medieval expanded and haven't had that problem - is the kenshi race biotech or humanoid alien races (HAR)?
INU 27 Sep, 2024 @ 4:36pm 
Only medieval expanded and 1 kenshi race
Sabrael324  [author] 22 Sep, 2024 @ 12:19am 
I haven't run into that problem with testing, or with my usual (~300) mod list. Are you using mods that effect faction generation?
INU 19 Sep, 2024 @ 7:59pm 
hey bro i have a problem with the mod for some reason when the gnoll factions are active at game creation this causes the other factions to disappear except for 2 or 3 random ones but when deleting all the gnol factions all the factions appear can you see that error? or more or less do you have any idea what causes it?
Sabrael324  [author] 8 Sep, 2024 @ 1:03pm 
One of the things (along with the packmate issue) that I will fix in next update - I didn't know how to do it previously, but have since figured it out!
Thanatomorphose 7 Sep, 2024 @ 10:54am 
Thats great mod, but is it normal for gnolls to constantly get food poisoning from raw meat? I mean, they're hyenas, they should eat raw meat
FMS 17 Aug, 2024 @ 1:52pm 
Could not resolve cross-reference: No Verse.PawnKindDef named Gnoll_Packmate found to give to RimWorld.PawnGenOption (null w=8.00 c=null)

ould not resolve cross-reference: No Verse.PawnKindDef named Gnoll_Packmate found to give to RimWorld.PawnGenOption (null w=6.00 c=null)
Sabrael324  [author] 8 Aug, 2024 @ 8:58pm 
Gotcha, np. I will take a look and see if the reason I think this is happening is right.
Meyar 8 Aug, 2024 @ 8:56pm 
I'm not using any of the other FR races at the moment for this playthrough, can't confirm.
Sabrael324  [author] 8 Aug, 2024 @ 5:23pm 
@Meyar - does it also do this with any of the other forgotten realms races? (if you're using them)
Meyar 8 Aug, 2024 @ 8:54am 
Minor report: When I try to put my gnoll prisoner in a biosculpter in regeneration mode, it says it will "heal" her jaws (fangs) and right & left hand (talons). It appears that it's treating them like injuries rather.

I love my gnolls though. Thank you for this mod.
Deimos kai Aischylos 10 Jun, 2024 @ 5:31pm 
Oh, I didn't mean to bother you. But you are amazing. You don't know how happy it makes me to not see that log pop up on startup. You've made my night. Enjoy Destiny.
Sabrael324  [author] 10 Jun, 2024 @ 5:00pm 
Oh, sorry - I got distracted with destiny 2. Just uploaded a fix.
Deimos kai Aischylos 9 Jun, 2024 @ 10:01am 
Out of curiosity, is there anything I could do on my end to remove whatever causes that error? I don't know modding, but the obsessive goblin in my brain demands I remove this last error in my log. If not, totally understandable.
Deimos kai Aischylos 31 May, 2024 @ 10:19am 
Perfect. Thank you.
Sabrael324  [author] 31 May, 2024 @ 10:13am 
Yeah, that error is harmless - just a grumble that it can't find rimworld of magic to assign a trait preventing them from getting psycasts and a caster class. I thought I fixed that, will have to look into it again.
Deimos kai Aischylos 30 May, 2024 @ 9:10pm 
Is it safe to assume the error "Could not resolve cross-reference: No RimWorld.TraitDef named SAB_NoMagic found to give to Verse.TraitRequirement Verse.TraitRequirement" is caused by my lack of RoM, and that it is safe to ignore? I love these little guys and the Psycast inclusion, I just really have no desire to use RoM.
Sabrael324  [author] 30 May, 2024 @ 2:10pm 
No worries, was thinking maybe i needed to do a compatibility patch or something! Good luck figuring it out
kbowers 30 May, 2024 @ 11:01am 
Thank for all you're doing with mods @Sabrael whatever is going wrong on my end is affecting all raids (no raids are occuring). Not your mod for sure
kbowers 30 May, 2024 @ 9:45am 
No Rimquest and nothing with "quest" in the name. Mostly it is just your mods and Vanilla expanded (maybe Vanilla Expanded Events?), with a few QoL mods added. I figured from the name of the quest "gnolls of fortune" that it came from this one
Sabrael324  [author] 30 May, 2024 @ 8:33am 
@kbowers - I didn't add any quests. Are you using like... Rimquest or something similar?
kbowers 30 May, 2024 @ 7:56am 
Received the quest Gnolls of Fortune, accepted, says they will arrive after 3 days but it's already been 6 now and no sign of them
Sabrael324  [author] 16 May, 2024 @ 8:10pm 
Yeah! Biotech Expansion - Mammalia. Thought about it, but idk I want to do another pre-req
Geschrieben 16 May, 2024 @ 7:58pm 
There's another genetics framework that adds carnivore/herbivore, don't remember which but if you don't wanna do it yourself that's an option
istenatka 13 May, 2024 @ 12:38pm 
Awesome update thank you :)
Sabrael324  [author] 12 May, 2024 @ 11:58am 
Updated - Previously generated gnolls will probably have double "robust digestion" - you can dev edit the "Robust Digestion" gene off of them, as this functionality has been folded directly into the hyena body gene.

This should also make the ears look less insane. Plus side! Completely new ears.
Sabrael324  [author] 12 May, 2024 @ 8:11am 
@Purposeful Enigma - They should all have robust digestion, thanks for catching. Will adjust in next update but should? only affect newly generated gnolls

@Istenatka - Will take a look, probably fixable by adjusting layers. Alternatively may limit hairstyles as some of the "short" styles don't work very well
Purposeful Enigma 12 May, 2024 @ 7:58am 
Love the mod and the attention to detail!

The only odd thing I noticed is that Aardgnolls have Robust Digestion whereas the Gnoll and Flind have Strong Stomach instead. Not sure if it was an intended difference or an oversight but figured I'd mention it just in case!
istenatka 12 May, 2024 @ 12:45am 
Hey, i really like this mod and appreciate you made it :)

I have only with "ears (woosh)" a problem. In the side view, the ear is cut off by the hair (and its particularly disturbing with short hairs especially hawk styles which suits them). In my game i replaced it with a simple cat ears and its fix this issue and looks ok, but it would be much better to use the original if its possible to fix it.
Sabrael324  [author] 9 May, 2024 @ 11:11am 
Welcome :)
Skaadi 8 May, 2024 @ 5:29pm 
As a RWoM and Psycasts Expanded enjoyer, I thank you for the extra attention to those mods.
I've also been looking for a gnoll xenotype for 1.5 recently to start a gnoll colony after I am done with my current mindflayer one.

So thank you very much!
WaKKO151 7 May, 2024 @ 7:38pm 
and it gets better!
JoeOwnage 7 May, 2024 @ 3:52pm 
That is so good. Let me know if I can do anything to help
Sabrael324  [author] 7 May, 2024 @ 2:30pm 
@joeownage Loxodon, Kuo-toa and lizardmen are on the list. Pretty much looking at 1.4 or older HAR mods I like, re-theming for forgotten realms, and making biotech compatible.
JoeOwnage 7 May, 2024 @ 2:28pm 
Dude can you make a FRBE loxodon?

Similar to this one but biotech style?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3147105686
WaKKO151 7 May, 2024 @ 1:42pm 
Awesome. You are the man. This mod is very thematic.
Sabrael324  [author] 7 May, 2024 @ 12:19pm 
VPE Necropath added!
Sabrael324  [author] 7 May, 2024 @ 8:22am 
@wakko151 - there are a few new genes, dictating head and body, and one to add necromancer from rimworld of magic.

Will take a look at vpe necromancer, sounds like a good addition!
FUnKy67 7 May, 2024 @ 7:14am 
I second the recommendation of using vanilla psycast expanded necromancy skill tree.
WaKKO151 7 May, 2024 @ 5:17am 
Also can you add support if you have vanilla psycast expanded so they use the necromancy tree?
WaKKO151 7 May, 2024 @ 5:16am 
Does this mod add any new genes?