RimWorld

RimWorld

[DW] Simple Elves - Xenotype + Elf Faction
14 Comments
CZeus 16 Apr, 2024 @ 11:33am 
Update, please
Najls 15 Aug, 2023 @ 12:28am 
poor artist and medicin? you havent seen lord of the rings?
Keysoul 6 Mar, 2023 @ 11:00pm 
@Blazerik There are other elf mods man, if you're gonna nitpick this one, it might not be the mod for you.
Mollie 2 Dec, 2022 @ 11:32am 
Can't wait for the goblins mod, keep it up mate!
Delta1138 7 Nov, 2022 @ 3:02pm 
@Damon add me on Steam, I'll send you the language files and naming rulepack for Elvish names I made for my own version of simple elves in 1.3.
Blazerik 4 Nov, 2022 @ 3:09am 
P.S. you've made these elves closer to the tier of vampires who in order to balance all their abilities have all their upkeep and sudden violence effects. These elves are a bit op
Blazerik 4 Nov, 2022 @ 3:08am 
Another way to prevent the elves from losing genes that I recommend is to make your own Genes for them, for example you don't really need ageless, for one elves usually live for a long time not forever. If you make a long lifespan gene that doesnt require archite. etc etc
Damon  [author] 1 Nov, 2022 @ 4:25pm 
@Large Moron @Mr.Weirdo @The Ultimate Anime Enjoyer
These elves are for sure Wood Elves, not High Elves, I'll add that to the description. I might be able to replace the royalty faction with high elves. I don't think you can make high elves with normal metabolism, with the amount of genes needed.
The Ultimate Anime Enjoyer 1 Nov, 2022 @ 2:45pm 
@Mr.Weirdo
Yeah, surely. High elves are definitely pretty much different from these ones.
The Ultimate Anime Enjoyer 1 Nov, 2022 @ 2:43pm 
Lol this elves are almost a copy of the elves I created for myself ahah. Im glad we have common thoughts about elves
Mr.Weirdo 1 Nov, 2022 @ 2:14pm 
I feel like this are wood elves.
nothing to see here 1 Nov, 2022 @ 11:51am 
Why are these elves bad at art, medical, intellectual and social? All that is kind of their thing, isn't it?
Damon  [author] 1 Nov, 2022 @ 5:57am 
@zaljerem I'll take a look, thanks!
Zaljerem 1 Nov, 2022 @ 5:37am 
You can use an entry in the CultureDef to set pawn namers. Then set allowedCultures in your FactionDef to use that culture. I'll try to post an example, or see my mod "Pirates! Gold".