RimWorld

RimWorld

Vanilla Races Expanded - Saurid
596 Comments
Balthazad 23 Aug @ 6:01pm 
more broken things discovered:
fertilized saurid eggs on caravans will be fed to meat-eating animals and it can't be prevented.

make them something completely inedible pls, explain it with a hard shell.
Sleepless Homunculus 22 Aug @ 5:45pm 
@Ano I remember seeing either snowfox's tweaks mod or tweaks galore giving an option for that.
Ano 20 Aug @ 1:16pm 
is there a way to get rid of egg fatigue, doing a hive playthrough
Balthazad 20 Aug @ 4:12am 
adding a husband did not fix the siblingship, they are still spawned as half-sisters and all female saurid mothers.
pretty sure this would work out if the baserace was still "human" and only the genes saurid ones, like it is with all those xeno races.

as of now, the scenario is broken as a scenario and should either be deleted or repaired.
Balthazad 19 Aug @ 5:00pm 
the frilled ears (+ the fishy other ears from VRE) look very estranging in rear view, they just seem to come out of the rearside of the helmet and not where they'd belong. is there a chance you could put them a laye below the headgear, so that i'd just look as if they'd come out of the mid of the headgear...?

btw i've restarted the saurid mother scenario, the psychopathy-bug is history now. curious rn if it fixes the siblingship to have set a saurid pawn as husband that got left behind (tho reuinioned before hatching)
Slimdorgie 18 Aug @ 8:16am 
Thanks Sarg :)
WaffleKing 17 Aug @ 11:13pm 
Does the oviparous gene prevent doing the "extract ovum for IVF" surgery? It seems to not let me force my doctor to do the surgery, and the surgery disappears from the surgery bill tab a few seconds after I click off the pawn. It MAY also have to do with said pawn only having 0.98% fertility, but I feel like that's what's that surgery is for, no?
Sarg Bjornson 17 Aug @ 6:17am 
You have an ideo that blocks hair types
Slimdorgie 17 Aug @ 2:28am 
my saurids don't have those cool center frills, they are always bald
WaffleKing 15 Aug @ 3:08am 
A cradle for eggs would be really nice. Specifically one that protects it from outside stuff. (For example, your colony's cat trying to eat it!)
Balthazad 15 Aug @ 2:15am 
i'd highly recommend to fix the social relationships in the saurid mother scenario.
the 4 hatchlings ain't siblings, all are just half-sisters, so as if milady get impregnated by 4 different guys at the very same moment; this doesn't suit the scenario-text at all.

trying to fix that with character editor isn't really possible because there are barely any saurid pawns existing in the world before encountering them - and if i encounter them, they are alive (and female).

i may be a bit spoiled by your usual work, but this seems not very thought through...?
Balthazad 14 Aug @ 11:26am 
playing the saurid mother scenario:
the game keeps adding the psychopath trait to my saurid mother.
the 4 hatchlings are saurid mothers too.
i only encounter other female saurids, nonmothers at least but no males either.
cykonetic 13 Aug @ 7:13pm 
Would anyone know why I am unable to name a hatchling? When a human egg hatches the option to name it is grayed out. They all begin with the name "Baby."
Sarg Bjornson 19 Jul @ 11:36pm 
It's random
Nagrul 19 Jul @ 10:45pm 
Does anyone else have a "bug" where every single saurid that hatches is a female? Or do i need to hold the egg on a certain temperature to get a male?
WREN_PL 17 Jul @ 7:57am 
Oooooooh, I'm so sorry, they now get pregnant WITH AN EGG and just lay it after a few days!
WREN_PL 17 Jul @ 7:31am 
On 1.6 Saurdis don't lay eggs, they get pregnant like baseliners.
Vesti 16 Jul @ 12:49am 
Is fertilization surgery not available for them? When I perform an extraction operation, it just disappears after a couple of seconds. At the same time, the colonists do not want to reproduce naturally, the fertility of both is not zero, but they simply refuse intimacy. Maybe the problem is that the man is 77 years old and the woman is 32, but they are already married.
RandomHero 15 Jul @ 8:57am 
I'm sure it's been asked before, but I don't want to dig through 12 pages.. Are saurid claws intended to count as weapons for slave rebellion calculations?
t34beb 14 Jul @ 8:27am 
scale skin gene conflicts with head genes in strange ways. Sometimes overriding them or sometimes applying with them
UnicornMan 31 May @ 8:03am 
Just hatched my first egg and it ends up named "Baby Astarte". The last name has nothing to do with the parents.
Gobrinsan 22 Mar @ 9:18am 
I just wish i could keep them in the game but stop them being the default when people join my colony via TTK, i can disable every other race but these things don't show up
StockSounds 18 Mar @ 5:09pm 
I would have gotten this mod a LOT sooner if I'd known they make the Jurassic Park raptor sounds
Dopefish 13 Mar @ 8:17am 
maaan Saurid Mother is such a brutal start thanks solely to the sheer amount of time it takes to feed a baby
Sarg Bjornson 5 Jan @ 12:03am 
The problem with Steam is that they are a complete monopoly. They have no incentive to improve things, so they just don't. People have asked for better contributor controls for a decade now, and they just don't care
CurtimusPrime92 4 Jan @ 11:24pm 
also wish they'd allow for comment editing instead of having to select comment, delete it, then re-post it without typos lol
CurtimusPrime92 4 Jan @ 11:22pm 
steam really needs to update workshop/contributor system huh i see that a lot where users in the "created by" section say they can't do what they want to fix the mod/change descriptions and whatnot either way thanks for all you do for RW modding :)
Sarg Bjornson 4 Jan @ 11:16pm 
Unfortunately I'm not a contributor of this mod on Steam so I can't change it, and Oskar is always busier... You can see it all on GitHub though, it was a pull request with egglaying fixes
CurtimusPrime92 4 Jan @ 11:07pm 
heh "change log" see change notes -> goes to change note "Auto-Generated Text" ah yes very informative jk i know you probably work your ass off on all the VanExp mods and i thank you for all your hard work :steamthumbsup:
Ravinglegend 9 Nov, 2024 @ 9:35am 
@Pambeldore Its just random chance. Try installing the gene extractor tiers mod which allows you to choose which gene to extract. Only archo-genes are unextractable. Your chance of getting it is like 1/20 if the genes shown in the infographic are accurate.
Pambeldore 9 Nov, 2024 @ 4:22am 
Question: I try for a few years now with 3 saurids to extract the cold blooded gene. I know, that the outcome is random, but is it perhaps not even possible?
WREN_PL 18 Oct, 2024 @ 3:18am 
Hmmm... Does anyone else have a "bug" where every single saurid that hatches is a female? I've had over 30 kids over 3 playthroughs and none of them was male.
Buster9015 16 Sep, 2024 @ 11:00am 
Love this race! Is there any way to get a female saurid pregnant if they don't have a partner? As I found researching Fertility Procedures and trying to use the procedure on them won't work, since they lay eggs. The ova/embryo method doesn't work (yet?).
NobodyNeuOnyx 11 Sep, 2024 @ 1:15am 
@Ravinglegend Ohh okay thanks!
Nujanunki 11 Sep, 2024 @ 12:35am 
Hatched baby saurids names are still bugged.
Ravinglegend 10 Sep, 2024 @ 12:54pm 
@NobodyNeuOnyx Yeah, that's even what they are called in the infographics. In rimworld lore saurids are still humans, just genetically modified humans.
NobodyNeuOnyx 10 Sep, 2024 @ 9:15am 
Uh, the saurid mother scenario, are the saurid eggs she starts with supposed to say 'human' eggs?
Fredini 31 Aug, 2024 @ 11:13pm 
Are Saurids supposed to be stronger than most other factions as raiders? They have high tech and high threat for their raid point, plus their melee is better than even neanderthals.
Ravinglegend 24 Aug, 2024 @ 4:52pm 
@Kenpachi I made a mod called "Warmblooded Saurids" which removes the coldblooded gene from saurids and gives them heat resistance and cold weakness instead. You can use the mod to hopefully make them behave like normal caravans though it will only affect newly spawned pawns.
Ravinglegend 24 Aug, 2024 @ 4:47pm 
@Alchemist Fuer is that an issue with this mod? That sounds like a normal game bug. You shouldn't report those here. If you want to find out what's wrong, go into devmode and look at the log by pressing "~" or it might be tab if the game doesn't already open up the log upon entering devmode. Then scroll down and look if there is an error and report it to either the rimworld discord or to the mod page of the mod causing the issue.
Alchemist Fuer 23 Aug, 2024 @ 9:43pm 
I have a problem, one of my settlers collided with another in my hospital, the thing is that my settler got stuck, maybe because there was a wall where the incident occurred. I understand that he is hitting himself all the time, I already arrested him, I hit him and nothing worked, he is still hitting himself.
Alerios 14 Aug, 2024 @ 8:28am 
I just came into the FactionDef_Saurids.xml file. I found the xenotype repartition and I changed this line.

From: <VRESaurids_Saurid>8</VRESaurids_Saurid>

To: <VRESaurids_Saurid>0.825</VRESaurids_Saurid>

Now in game it's 82% like planned..

It took me 3 sec, maybe you can update this line so no one would come back again for this hahaha and the repartition would do as planned in the mod page.

Oh well if you don't have time I will have to do this correction every update then.
Sarg Bjornson 6 Aug, 2024 @ 1:10am 
The game normalizes those numbers, so it shouldn't be a problem
Alerios 5 Aug, 2024 @ 3:26pm 
Hey Sarg, is it normal that the "missmatch" concerning the xenotype percentage of the Saurid faction population is still like this: 100% Saurid, Impid 10%, Hussar 5%, Neanderthal 2.5%? It means the pool is at 117,5%. This number are not like the ones written here. I don't want to have an issue in my save if the xenotype pool of a faction is higher than the limits.. I confirmed the proportion by attacking 5 settlements of Saurid, there were 0 Impid, Hussar or Neanderthal. All of them were Saurid. I took a screenshot of the "issue". I saw 6 other posts saying the same things in these 56 post pages. I tested with no mods and this still happen. Other than that, mod works flawlessly and I like it a lot.
CrackaJack 4 Aug, 2024 @ 6:04am 
dinos were never cold blooded btw, lizards are^^ not saying there havent been large as dinosaur lizards, but dinosaurs were warm blooded
Kenpachi 2 Aug, 2024 @ 10:28am 
Saurid trader caravan die on map everytime from cold map they don't leave like regular trade caravan when the temperature is dangourous, they just wait until almost everyone die.
Sarg Bjornson 20 Jul, 2024 @ 11:17pm 
Working fine here for me
你的队友 20 Jul, 2024 @ 8:14pm 
Xeno Egg will make the game really slow ( it turns good if you destroy those eggs), is there anyway you can make them less destructive?
Karmdal 13 Jul, 2024 @ 9:51pm 
Immaculate mod, i like how y'all pictured lizardmen
Sarg Bjornson 7 Jul, 2024 @ 2:21pm 
Yes