RimWorld

RimWorld

Rim-Elves
84 Comments
Kokorocodon 17 Jul @ 3:18pm 
Are you an elf?
Petrus Aurelius 17 Jul @ 11:11am 
Space Thalmor are a great addition!
Rivven 27 Jun @ 6:16pm 
I have to say that I love the space racists. They make a great challenge in raids, and feel unique compared to a normal raid. The last batch even came with a goblin slave!
Vex  [author] 26 Jun @ 10:27am 
@Frenz Cope.
al9000 26 Jun @ 4:47am 
where did cover art dude go, he was so handsome and misterious :(
Jw42291 26 Jun @ 3:35am 
Wearing people skin is okay in-game, not in real life lol
Frenz 25 Jun @ 9:11pm 
I mean you made a mod for a xenotype that considers themselves genetically superior to others, with a new bigot trait and fanaticism gene then put a disclaimer that you "do not support bigotry or any form of directed hate in any way", as an "own?" to imaginary potential future trolls.
Kinda weird behaviour not going to lie, still pretty funny tho.
Jw42291 25 Jun @ 5:57pm 
That was fast, thanks Vex <3
Vex  [author] 25 Jun @ 5:34pm 
Ah I love the smell of triggered trolls after they've read the bottom disclaimer.
Dai 19 May @ 9:16am 
Thank you for this mod. Now I can work to purge Elves like in Dwarf Fortress.
al9000 15 May @ 3:19pm 
also thanks for fix
al9000 15 May @ 3:18pm 
blesed modularity :pray:
Vex  [author] 15 May @ 3:16pm 
@al9000 Matsay helped write a snazy new patch that better calculates the outcome without need to edit their bodysize. So the elves now have a bodysize stat to reflect their size! They don't OD faster though, but that will come down the line since it requires a transpiler patch.
Vex  [author] 15 May @ 3:13pm 
@👁 That's a very neat idea! I'll look into it. Stuff like that though would probably be in its own mod, since I don't wanna add anything people might not want, especially if they're just here for the elves.
al9000 15 May @ 2:17pm 
ooh aweome, updated, very nice new coverart (quite liked other guy too), did you change the bodyize scaling patch you put in for drug sensitivity to something else?
👁 7 May @ 6:56pm 
This would go great with an ideology that allows Special Growing Zones to... Ahem... GROW Special Tree friendly walls.

Especially if there were custom nature themed furniture, vine doors, maybe special flooring and potted plants that double as bio-luminescent light to reduce dependency on torches and electricity.

There was a Morrowrim Mod like that a really long time ago but they didn't explore the idea very far.
Vex  [author] 1 May @ 6:30pm 
Yeah that'll do it. Relics have insane dps scaling.
MadArtillery 1 May @ 6:27pm 
Pretty sure all relics are garenteed legendary which made for the easy comparison. I know some weapons and materials actually can scale differently based on their stats with the bonuses from masterwork and legendary so it could be some odd interaction based on stats if the difference isn't so great at lower qualities. I know bioferrite is better then plasteel at high rarities but worse at lower. The game can scale weird sometimes.

Though now that I've looked at the absurdity that is bioferrite maybe monoswords just suck now
Vex  [author] 1 May @ 5:15pm 
@MadArtillery That's odd, the quality isn't masterwork or legendary right? If all else fails you can unsub and resub if something went wrong. Also thank you! Glad you enjoy the challenge they pose!
MadArtillery 1 May @ 2:53pm 
@Vex I only have 38 mods active, mostly just xenotypes, I don't run any of those funky combat mods. It's rocking a strong 46.14. Monosword on the same pawn is only 29.89. Those are Strong melee gene numbers as it modifies based on the gene when looking at the weapon. Almost double was definitetly a poor choice of words word but it's a serious amount bigger.

I do appreciate the elf raiders themselves seem to actually sport pretty solid armour to make armour pen more relevant. Finally got my first raid by them and they make for very interesting raids. Glad they very much have their own identity to their raids, good stuff!
Vex  [author] 1 May @ 11:38am 
@MadArtillery You more than likely have an unpatched combat mod.
MadArtillery 29 Apr @ 1:02pm 
Is the Baneblade meant to have almost double the dps of a monosword? Got one as a relic alongside a relic monosword. It says it's bad vs armor but it still has higher penetration then a centipede has sharp protection.
It's Plank! 20 Apr @ 9:38am 
Thank you for the answer. Cant wait for it :)
Vex  [author] 20 Apr @ 9:29am 
@It's Plank! Sirens are being worked on first, then hivers. Skaven can be expected to follow after those two.
Vex  [author] 20 Apr @ 9:29am 
@zooey I do get what you're throwin down. This next update actually has better stats for slave suppression, since owning slaves makes an elf colony much easier for reasons you listed. Thank you though for the high praise on balancing lmao
It's Plank! 20 Apr @ 1:37am 
Hey, when should expect the Skaven to appear?
zooey 20 Apr @ 1:36am 
I'd almost say theyre too balanced? Idk. I tried a colony of just Rim-Elves. Finding a builder/crafter/doctor/miner/speaker, is the hardest thing ever. So what do they excel at? Shooting, and planting. As you play, you encounter other xenotypes that fill these huge gaps - problem is the fighting between colonists can give you the feeling that these Elves just arent worth the trouble. I love the bigot trait tho, its quite unique. Give these a try if youve got the patience.
Vex  [author] 16 Apr @ 11:09am 
@Oboro36 Thank you for the heads-up! The issue was fixed.
Oboro36 15 Apr @ 11:44am 
This mod conflict with "Vanilla Expanded Framework"

XML error: <bodyScaleFactor>(1.14,1.14)</bodyScaleFactor> doesn't correspond to any field in type GeneExtension. Context: <li Class="VanillaGenesExpanded.GeneExtension"><bodyScaleFactor>(1.14,1.14)</bodyScaleFactor><headScaleFactor>(1.14,1.14)</headScaleFactor></li>

XML error: <headScaleFactor>(1.14,1.14)</headScaleFactor> doesn't correspond to any field in type GeneExtension. Context: <li Class="VanillaGenesExpanded.GeneExtension"><bodyScaleFactor>(1.14,1.14)</bodyScaleFactor><headScaleFactor>(1.14,1.14)</headScaleFactor></li>


VEF Developer said "bodyScaleFactor" and "headScaleFactor" are not exist anymore, it needs to swap to a stat based system.
Red Jones 11 Apr @ 1:23pm 
I wish
The Gaming Archaeologist 11 Apr @ 1:09pm 
Son?
Vex  [author] 11 Apr @ 12:37pm 
D.. Dad?
Red Jones 11 Apr @ 11:58am 
Good work Vex!
ALE199 24 Mar @ 9:00pm 
hope this gets updated :c
Vex  [author] 16 Jan @ 6:29pm 
@Rubus Mods, crush this guys skull.
Simbach Vazo 16 Jan @ 5:15pm 
Ah, I love racism.
Rubus 16 Jan @ 12:09pm 
Subscribed purely to eradicate dwarves as a elven kingdom. Bow and arrow!
alonlystalker 17 Dec, 2023 @ 4:06am 
Config error in RE_Elven_Archer: Cheapest weapon with one of my weaponTags costs 118.32 but weaponMoney min is 105, so could end up weaponless.
PterribleDactylus 16 Dec, 2023 @ 2:21pm 
Subscribed purely to eradicate elves as a dwarven kingdom. Rock and stone!
NonExistantFlower 3 Dec, 2023 @ 4:12pm 
Perfect, time to make Pelinal Whitestrake on space-cocaine
Vex  [author] 23 Nov, 2023 @ 11:51am 
@Narada Their ideal temperature is somewhere around 65~70, parkas or dusters help to widen the range they're happy in.
Narada 12 Nov, 2023 @ 4:06am 
what is their preferred temperature? For a superior race they sure are mega whiney with their slept in cold and slept in heat debuffs it's impossible to set the temperature right :D
Sera 31 Oct, 2023 @ 12:56pm 
"perchance for nature, slaughter, and general morally corrupt behavior. " Yep ah well guess they will definitely fit in. Not sure why. *Has an ideology allowing cannibal, torture, execution, paste, slaves, and nature* yep can't possibly figure out why they will fit in so well.
Inglix 27 Oct, 2023 @ 10:36am 
@al9000 No amount of tweaking your load order will fix that. It's actually the chemical susceptibility gene causing it, not the gigantism gene. The code that enables the chemical susceptibility gene to function does it with a patch on the return value of Pawn.BodySize that multiplies it by 0.55. I already posted about it in the Bug Reports discussion thread.
al9000 23 Oct, 2023 @ 1:40pm 
or something else
al9000 23 Oct, 2023 @ 1:35pm 
gigantism still gives me 0.55 bodysize, tried to load VFE as low as possible according to instruction
Vex  [author] 26 Sep, 2023 @ 5:44am 
Yep! It has two, the red spacer one, and the dark green medieval one.
(≡◉‿‿◉≡) 26 Sep, 2023 @ 12:34am 
Hello do this mod have a faction?

If yes, is there a category like a tribal/medieval/industrial faction?

I'm playing on medieval mode.
Vex  [author] 21 Sep, 2023 @ 6:51am 
Thank you for catching that, I’ll bump up the price they have access to in a quick hotfix.
AugustDrake 17 Sep, 2023 @ 10:05pm 
Great stuff. Elven Archers have a low weapon budget and it complains sometimes in the log.