RimWorld

RimWorld

An awful 'Combat Extended Patch' for Roo's Minotaurs
9 Comments
Lord Asshat 3 Jun @ 6:20pm 
To clarify, disabling them in the world gen before you click generate on the world, you can turn off those factions
Lord Asshat 3 Jun @ 6:19pm 
@Microsoft PowerPoint If I'm understanding correctly you should be able to just disable the junkers and mercenaries and that should prevent any war caskets preserving the low technology run
Microsoft PowerPoint 20 Mar @ 11:39am 
Could you delete the VFE - Pirates dependency? It doesn't fit medieval playthroughs.
turkler  [author] 4 Jan @ 6:39pm 
quick update, the patch now straight up removes some pawn types from faction. I realized that the minotaur pawn defs were more or less identical to base game pirate/outlander ones (with the exception that they'd always be minotaurs). I removed any non-unique pawn types and added the xenotype to those factions (so that they'll populate non-minotaur specific pawn types instead)

the placement of these pawns were reallly weird, like imperials were using just random minotaur pawn types for some reason. cut them out

unique pawn types, like the high/low guardians are preserved though. you'll still occasionally find a minotaur guard in pirate/outlander raids
SuperBoyOk 4 Jan @ 12:48pm 
Love your mods, thanks for the great work; though I would love doing this gene mods such as Det's Venators mod.
vanillaification 4 Jan @ 9:13am 
peak mod, thank you turkish femboy
BigGovernment 3 Jan @ 4:53pm 
Okay. I like the idea of grabbing the genes and tossing the weapons. Wouldn't mind doing the gene treatment for the other mods and grabbing their added custom factions/settlements. They remind me of Machinists settlements.
turkler  [author] 3 Jan @ 3:47pm 
@BigGovernment maybe
BigGovernment 3 Jan @ 3:43pm 
Any chance of a CE patch for the Satyr and Faun Extended? Minotaur Extended?