RimWorld

RimWorld

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Rim-Elves
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
3.492 MB
31 Aug, 2023 @ 9:59am
26 Jun @ 5:52pm
7 Change Notes ( view )
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Rim-Elves

In 1 collection by Vex
Vexed Things - Race Mods
9 items
Description
Do you want to build a elven society that stands for the next millennia? Do you simply want to RP as dwarves from dwarf fortress and purge the tree-hugging scum? Are you a genetic lightweight? If so then you might like this mod!

Adds a new xenotype, the elves - a race of towering, majestic, and bigoted humanoids. Elves were perfected on a bygone glitterworld; from there, they've spread the influence of their imperium outwards from the core worlds and into the rim.

Take on the Elven Imperium: supremacists from the stars with a perchance for nature, slaughter, and general morally corrupt behavior. Do not rest until the elven scum has been pushed into the dirt, and their cities razed - least they do the same to you.

Create a relatively peaceful and stable elven society spanning multiple generations and years. Or, alternatively, have that one elf in your colony of pigskins who thinks they're better than everyone else until they down one beer and vomit all over the rec room.




Four new genes: "Gigantism", "Superiority complex", "Mental fanaticism", "Slow development", & "Chemical susceptibility".
Gigantism slighlty increases butcher yield and social impact.
Superiority complex will make the carrier dislike any pawn of a different xenotype.
Mental fanaticism reduces any stat regarding negotiating with others & ideology conversion speed.
Slow development dramatically decreases growth speed while also increasing overall lifespan.
Chemical susceptibility, the most impactful, makes any drug or chemical twice as potent. Meaning two beers will take the carrier to 'drunk' stage. This also means two doses of flake can be lethal to an injured or young elf. Tread carefully around any drug or source of toxic attacks.

A new trait: 'Bigot', pawns with this trait will dislike pawns with different xenotypes.

And two new medieval tier weapons & two spacer weapons: the 'scimitar' & 'longbow', and the 'baneblade' & "chargebow". The scimitar and baneblade shine in combat against unarmored targets, while the longbow and chargebow can punch through heavily armored targets at medium/long range.



Q - "Are they balanced?"
A - Yep. They're meant for elf-only colonies, multi-generational colonies, or the occasionally multiracial colony - if you can keep one happy.

Q - "Where can I get these new weapons?"
A - Scimitars and long bows come with smithing and greatbow research, chargebows require the charge ammunition research, while baneblades cannot be crafted.

Q - "Are you open to suggestions?"
A - Absolutely!

Q - "Will you make more quasi-fantasy races?"
A - Yes. Skaven, fish-people, crow-people, etc. are all on the list.



Credit ~ Special credit to DetVisor who provided the sprites for the four weapons and an endless amount of enthusiasm as with the gnoblins, thank you homie - and credit to Matsay who rewrote the patch used for the chemical susceptibility gene, fixing a ton of issues, thank you my man. And credit to the Vanilla Expanded Framework, which this mod requires.

Also try:
Det's Xenotypes - Stoneborn by DetVisor. After all, dwarves hate elves with a burning passion!
Rim-Gnoblins they make an excellent pairing for those high-fantasy playthroughs.





This mod is considered finished - but you can still suggest balancing and tweaks, report bugs in the discussions threads, or you join my discord and chat directly: https://discord.gg/fWvhXuby62



If you really enjoyed this mod, or like what I'm doing here's a link for my Ko-fi page if you'd like to lend a tip! https://ko-fi.com/vexedtree73525

You're 100% allowed to poke, dissect, and prod this mod's code to see how it works and to learn from it.

(Important! If the size of your elves is wrong or weird, make sure any mods that have size scaling are loaded above Vanilla Expanded Framework, mods like Humanoid Alien Races, Character Editor, Varied Body Sizes, etc.)

(Also important: I do not support bigotry or any form of directed hate in any way, shape, or form. If you are a bigot or homophobe/transphobe, please, do me a favor, get off your computer and go learn how to be a less ♥♥♥♥♥♥ human being. If you can't do that then don't sub to my mods, have a nice day!)

If you find any bugs or inconsistencies please let me know and I will try to help fix it for you!
Popular Discussions View All (2)
12
29 Aug @ 10:04pm
Bug Reports
Vex
5
7 May, 2024 @ 8:17pm
Feature Suggestion
Vex
110 Comments
sayheyjay 29 Aug @ 10:02pm 
@Phobia, Thank you! I couldn't figure out why my map generation was breaking until I traced it to this mod and saw your post on how to fix!
MadArtillery 25 Aug @ 10:25am 
Still by far my favourite faction mod I've ever installed. Recommended this to so many people, if you are reading this just subscribe to it already.
Steve30 28 Jul @ 9:08am 
"You merely adopted the racism. I was born in it, molded by it."- Soupcan Elve
Phobia 23 Jul @ 1:04pm 
@IceMaverick: no problem bro... yes u can remove that line or replace with correct one... i think is "DankPyon_Schrat" ;)
IceMaverick 22 Jul @ 5:53pm 
@Phobia Thank you very much for posting that. That turned out to be what was breaking my world generation. Faction placement was getting interrupted by that and removing those lines got everything working again.
Phobia 18 Jul @ 2:53pm 
In your 1.6\Def\Faction Defs\Faction_Misc.xml you are pointing to DankPyon_Schrat_Plain... this is causing a compatibility error with MO. "DankPyon_Schrat_Plain" don't more exists in MO 1.6
Vex  [author] 27 Jun @ 11:17am 
Gigantism was toned down slightly in the new hotfix.
ALE199 26 Jun @ 11:41pm 
I for one, am infavour of Gigantism, Amazonian Elves my beloved.
AzoorFox 24 Jun @ 12:56pm 
REMOVE GIGANTISM.....
Нубас 16 Jun @ 6:50am 
great mod. But sadly the giantism gene really turns me off. I get the intent but scaling pawns up makes them look overly large instead of tall. An option to remove it would be highly apreciated