RimWorld

RimWorld

Roo's Satyr and Faun Xenotypes Expanded (1.6)
25 Comments
LoneShadowTug  [author] 25 Aug @ 2:33pm 
Respect
Grim 25 Aug @ 1:34pm 
driving in my car right after a beer
Maconnais 25 Aug @ 11:45am 
Thanks for the update! I'm not getting any errors on both Expanded mods anymore
LoneShadowTug  [author] 25 Aug @ 10:48am 
updated now
LoneShadowTug  [author] 21 Aug @ 3:29am 
Same with ancient forest biome
LoneShadowTug  [author] 21 Aug @ 3:29am 
@Maal Yeah i'll do it when i have time
LoneShadowTug  [author] 21 Aug @ 3:28am 
Worst take ever award
kojak 20 Aug @ 9:51am 
faun uwu
satyr asshoe
Maal 19 Aug @ 10:34pm 
The Ancient Forest was a WIP biome that is now fully scrapped I believe.
Maconnais 19 Aug @ 12:35pm 
Thanks for the update! I think there's a conflict with Medieval Overhaul. The RBSFE_Patches.xml is looking for an AncientForest biome. I'm not sure Medieval Overhaul has that right now when I checked its biomes folder.

"Could not resolve cross-reference to RimWorld.BiomeDef named DankPyon_AncientForest (wanter=allowedBiomes)"
Maal 18 Aug @ 11:39pm 
Small request.
Could you swap the Anima Rod's Archotech tag for Neolithic?

It can be crafted with a neolitic tech, but it being Archotech means that it needs spacer tier ammos when used with Yayo Combat. Which are retty hard to get with a tribal game lol, specially with a mod limiting the world's tech.

But I can understand wanting the keep the mod as the author intended and not modifying it, tho I don't understand the archotech part personally. :3
LoneShadowTug  [author] 17 Aug @ 8:43am 
Starting scenarios should now be working :steamhappy:
Krump 16 Aug @ 6:36pm 
@LoneShadowTug Thank you! Even if it were a xenotype with genes(only if that were easier to do) that would be great too.
LoneShadowTug  [author] 16 Aug @ 10:50am 
@Krump Considering Mlie said it became too problematic to further support it, im not sure.
But I will check it out if/when I have the time.
LoneShadowTug  [author] 16 Aug @ 7:04am 
Yeah, I have
ferny 16 Aug @ 5:20am 
@LoneShadowTug Just keep the internal ids the same
Krump 15 Aug @ 6:20pm 
Is there any chance you would be able to update/bring Filthy Orc invasion to 1.6?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2178698397
LoneShadowTug  [author] 15 Aug @ 2:07pm 
fan i helvete
Mirvra 15 Aug @ 12:36pm 
So uh, changing the name = good. Trying to patch the mod that's trying to patch your mod? Not ideal... You're trying to load your mod after the mod that needs to load after your mod.

I think you don't need to try and patch TMM, just making sure the names are correct is good enough. Then either TMM will need to comment out their scenario patch code, or the mod user will just have to do it themselves.
LoneShadowTug  [author] 15 Aug @ 8:10am 
I've changed the internal name and made a patch to remove the scenarios from TMM.
Mirvra 15 Aug @ 5:44am 
Just a heads up if you're trying to use this mod and the Satyr (1.6) mod alongside Too Many Mods - Compats and Rebalances

Because of this and the Satyr mod being named '' (1.6) '' at the end it breaks some of the research merging and gene balancing that Too Many Mods patches. It also throws red errors due to the removed scenarios, so you'll need to manually go into Too Many Mods and remove that part of the patches.

Maybe keep the name the same as the original mods but change the image? Or at least just note down that patches have to be manually changed to use this mod in place of the original.
Verdeth 15 Aug @ 4:00am 
o7
Froggowo 14 Aug @ 6:29pm 
did somebody say man milk?
Rhedivivus 14 Aug @ 5:42pm 
Thank you for all the hard work with updating these mods o7
ArgonianMaid 14 Aug @ 5:12pm 
MAN MILK YEEEEAH