RimWorld

RimWorld

Roo's Minotaur Xenotype Expanded
Rooboid  [developer] 3 Feb, 2023 @ 9:04am
Roo's Minotaur Xenotype Expanded - Bugs
Q: Pawns with unguligrade legs still have toes.
A: The same happens with pawns with vanilla’s trotter hands. If you have Vanilla Framework Expanded installed, this will fix the issue and give pawns with the unguligrade legs gene unique legs.

Q: A pawn is eating hay forever.
A: Hay gives no nutrition to pawns that do not have a ruminant stomach, so if you have a mod that allows all pawns to eat hay, they will never become full and get stuck in a loop. Please report any mod conflicts that cause this issue and, for now, uninstall the culprit mod.

Q: Rock chunks are glitched / not working as intended.
A: You probably have a mod installed that changes how rock chunks work. Go into Roo’s Minotaur Xenotype’s mod folder, open patches, then delete “RBM_Patches_Chunks”. Chunks won’t be equippable anymore, but it may fix any errors you’re having.

Q: A pawn isn't producing milk even though they have the Lactation gene.
A: Go into Roo's Minotaur Xenotype's Mod Settings, and ensure that the gender of the pawn is checked to be milkable. Then, the ability should appear when the pawn is selected. If you've built a milking machine, make sure that the pawn can do "basic" work. As long as they can do basic work, even at a low priority, they will milk themselves on a milking machine when they're ready.

Q: I keep getting errors with rock chunks.
A: This issue seems to occur when the mod is added to an existing save. Please delete "RBM_Patches_Chunks" until a fix is found.

Q: The factions aren't spawning!
A: Vanilla Framework Expanded disables the minotaur factions from spawning on certain biomes, such as ice sheet. This may be because no tiles on your planet are suitable for the minotaur.

Q: I don't like [insert mod feature here].
A: You can change and disable features of this mod in the mod settings menu.

Please report any bugs you encounter below, with a link to the error you're getting.
Last edited by Rooboid; 4 Feb, 2023 @ 5:18pm
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Showing 1-15 of 20 comments
AtomicDeathclaw 4 Feb, 2023 @ 10:37pm 
I found an issue when using Vanilla Expanded Hussar with this mod. The Epsilon Axe can be generated as a weapon aptitude, which can be a problem sense Hussar don't have the Herculean gene, so they can't equip the Epsilon Axe. None of the other Herculean weapons have this issue.
Sven Skaven 5 Feb, 2023 @ 7:49am 
if i have you faction on, no factions(also vanilla and other mods) don't spawn
Sean 6 Mar, 2023 @ 10:57pm 
Hey, to be fair it isn't only this mod that I'm having this problem with, but the different head type is causing the pawns to not wear headwear. If I use character editor to change the headtype to something vanilla they can wear headgear but not if I change it back. Has anyone else experienced this? I can't for the life of me figure out what's causing it.
Lonely Knightess 23 Mar, 2023 @ 11:44pm 
The tailcoat can be worn by children and causes texture issues (including the grey map bug)
kamikadza13 26 Mar, 2023 @ 11:22am 
Please add
<include>
<li>NamerMinotaurBaseExpanded</li>
</include>

into RulePackDef - NamerSettlementMinotaurOutlander

You forgot to do it. That's why I had a lot of problems translating your beautiful mod. ^_^
Or explain why the game should pick up paths without explicitly pointing to them.
Matsay 8 May, 2023 @ 12:40pm 
Hello! So I ran into a curious issue with your mods. I run all your xenotypes along with their respective faction mods, while also using all Vanilla Races Expanded. Got a raid from the saurid faction, all pawns spawned with full minotaur backstories. Later on I got a transport pod crash from another faction, pawn came with Faun backstory despite being another xenotype.

This isn't that much of a problem except restricted skills don't seem to work properly. Funnily enough I used Character Editor to check on the world pawns generated for your factions, none of them had drawn their backsories from the intended pools.
Rooboid  [developer] 12 May, 2023 @ 12:25pm 
Originally posted by Matsay:
Hello! So I ran into a curious issue with your mods. I run all your xenotypes along with their respective faction mods, while also using all Vanilla Races Expanded. Got a raid from the saurid faction, all pawns spawned with full minotaur backstories. Later on I got a transport pod crash from another faction, pawn came with Faun backstory despite being another xenotype.

This isn't that much of a problem except restricted skills don't seem to work properly. Funnily enough I used Character Editor to check on the world pawns generated for your factions, none of them had drawn their backsories from the intended pools.

Now that's weird! I have no idea why that's the case. All xenotype backstories I've written have unique tags that only their factions use, such as 'FaunOnly' or 'SatyrBard' for example. Is this happening with any other xenotypes or factions, or just mine?
Matsay 13 May, 2023 @ 8:30am 
Originally posted by Rooboid:
Now that's weird! I have no idea why that's the case. All xenotype backstories I've written have unique tags that only their factions use, such as 'FaunOnly' or 'SatyrBard' for example. Is this happening with any other xenotypes or factions, or just mine?

Well I'm running around 350 mods so there's really no way to know if the problem comes from your mods, I just thought I'd mention it in case you had any idea... I still dug out more world pawns out of curiosity and here's what I found :

Minotaur backstories tend to stay "solid" meaning childhood and adult drawing from the same tag ; Faun and Satyr seem to break more easily (meaning getting paired with random stuff).

The Saurid faction reaaaaaaally seems to like your minotaur backstories, also they're all dressed in black when they pull Minotaur, is this intended somehow?

Haven't gotten a visit from the minotaur's factions so can't say anything, but the Faun and Satyr that spawned on my map DID adhere to a logical backstory use

Also Vanilla Backstories Expanded seems to break the original game's solid pawns such as Darklight or Humps
Pallyk 6 Jun, 2023 @ 1:16pm 
I said this on base mod but was not part of that. The traders don't spawn with food. As such will raid the colony pantry (makes me wonder if getting locks for that reason). If memory serves well the same issue was found in the satyr and faun expanded
Maltesefalcon 10 Jun, 2023 @ 1:09am 
Hello, enjoying the mod.

Just a couple of small things.

Could you allow for some of the Minotaur items to be craft-able (the spacer stuff), as it is very rare to have it spawn in.

Also, with the milking station, regardless of mod settings, both sexes can be milked by the machine.
ZestyCthulhu 2 Jul, 2023 @ 6:16pm 
I'm not sure if this is a conflict (maybe hospitality?) but minotaur traders never arrive with food and then raid my freezer. I have to barricade the doors after nearly starving one winter. Other traders seem unaffected
MacIsCheesy 5 Jul, 2023 @ 7:10am 
I have a problem with minotaurs being unable to wear helmets, and I don't know what's causing it, since this has never happened before. The wear function when right clicking is totally greyed out and says: "Cannot wear steel royal helennic helmet (good): does not fit RBM_AverageHeadM1 head"
Sean 13 Jul, 2023 @ 11:12pm 
Originally posted by MacIsCheesy:
I have a problem with minotaurs being unable to wear helmets, and I don't know what's causing it, since this has never happened before. The wear function when right clicking is totally greyed out and says: "Cannot wear steel royal helennic helmet (good): does not fit RBM_AverageHeadM1 head"
I had this for the longest time, and couldn't figure out why. It turns out that Gene Tools mod is the cause of it, not any of the actual xenotype mods!
TrollofReason 20 Jan, 2024 @ 10:14pm 
Ooh! Uhm, pelekys can't be smelted.
hi I'm have trouble with Minotaur and addition Satyr and Faun Xenotypes Head Sprites
in my game they have baseliner head shape
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