RimWorld
An awful 'Combat Extended Patch' for Roo's Minotaurs
9 opmerkingen
Lord Asshat 3 jun om 18:20 
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 om 18:19 
@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 mrt om 11:39 
Could you delete the VFE - Pirates dependency? It doesn't fit medieval playthroughs.
turkler  [auteur] 4 jan om 18:39 
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 om 12:48 
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 om 9:13 
peak mod, thank you turkish femboy
BigGovernment 3 jan om 16:53 
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  [auteur] 3 jan om 15:47 
@BigGovernment maybe
BigGovernment 3 jan om 15:43 
Any chance of a CE patch for the Satyr and Faun Extended? Minotaur Extended?