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[1.6] Fantasy Races


Euclidean

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Posted

wow, i’m absolutely loving this mod! amazing work!
i truly enjoy it and deeply appreciate the creativity and attention to detail in your designs.

i noticed that the mod already features orc characters, which inspired me to think about the possibility of adding other orcish subtypes or beastfolk variations. here are just a few concept ideas from my imagination—please take them as humble suggestions

bunny girl

habitat: grasslands

personality: gentle, friendly, curious, and cheerful

traits: almost constantly in heat, easily forms affection toward men and may actively pursue them. highly fertile and incredibly fast, but timid and physically fragile.

extra lore: rumors say they are extremely emotionally dependent, and may even die of loneliness if left alone for too long.

minotauress (cow girl)

habitat: warzones, ruins, or underground arenas

personality: aggressive, impulsive, and incredibly strong

traits: muscular and large-appetited, with a strong preference for the color red—which may trigger heightened aggression

lifestyle: most of their time is spent eating, sleeping, or engaging in intercourse; they tend to ignore other activities entirely

bear girl

habitat: deep forests

personality: calm and mellow on the surface, but becomes extremely aggressive when provoked or aroused

traits: exceptionally strong and muscular, prone to hibernation during winter, with a very large appetite

ape girl

habitat: high mountain regions of the mist continent

personality: cunning, intelligent, and highly self-centered

traits: uses her tail for combat and capturing prey, extremely agile and nimble

danger level: a master of ambushes and sneak attacks, often striking when least expected

gryphon girl

habitat: secret mountain sanctuaries or ruined temples in desert regions

personality: fierce in appearance, with a proud and commanding queen-like demeanor

danger level: known for devastating dive attacks from the sky—swift, powerful, and nearly unavoidable

these are just some ideas from my imagination, but if any part of them can help inspire your future work, i would be truly honored. thank you again for such an incredible mod! 

Posted
22 hours ago, k96z said:

bunny girl

habitat: grasslands

personality: gentle, friendly, curious, and cheerful

traits: almost constantly in heat, easily forms affection toward men and may actively pursue them. highly fertile and incredibly fast, but timid and physically fragile.

extra lore: rumors say they are extremely emotionally dependent, and may even die of loneliness if left alone for too long.

 


bunny girls are always a good idea :P

Posted

Just a brainfart i had just now, not meant seriously but i have to get it out of my head

Skeleton Girl

Abilities:
She's harder than you! - higher chance to fist someone while banging

Hard to bone - while having sex the other person gets bruises/damage, either random or on the body part that is used to have sex

Posted

I seem to be running into a problem with succubi where they don't gain any fertilin.  One became pregnant, but still didn't have any fertilin gain despite that fact.  Removing their withdrawal problem doesn't help with the issue that they can't cast without a way to gain fertilin.

Posted

Question: Is it feasible to somehow incorporate the visuals of the following mods for the arachne xeno? These two mods below are, as far as I can tell, rather dead, the last update from the original creators beign from 1.2 and 1.4 respectfully. I've been fiddling with the mods myself but I am not very experienced and just wanted to know if I am just wasting my time or not.


Mods in Question:

Arachne Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1589454687&searchtext=arachne

Arachne Retexture Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2807645373&searchtext=arachne

 

Additionally, if this is successfully, I was wondering if a centuar xeno could be created as well, I don't recall anyone mentioning it here, but if so, perhaps the bee and deer girls can be improved upon, and maybe also add in a lamia xenotype.

  • 1 month later...
Posted
On 9/3/2025 at 1:37 PM, KeyboardClicker said:

I'm getting 0% fertility for most memebers of fantasy races. They all say they're "sterile". I have no idea why.

 

Some of the xenotypes have the sterile gene.

Posted
On 7/29/2025 at 8:21 PM, Shadow77215 said:

Can arachne ovipositor and harpy vagina also be added as usable genes?

 

might consider making it a standalone mod if there's enough demand, but for now no, sorry.

 

 

On 7/30/2025 at 9:27 AM, Sol Shine said:

Question: Is it feasible to somehow incorporate the visuals of the following mods for the arachne xeno?

 

Additionally, if this is successfully, I was wondering if a centuar xeno could be created as well, I don't recall anyone mentioning it here, but if so, perhaps the bee and deer girls can be improved upon, and maybe also add in a lamia xenotype.

 

Haven't done a lot of stuff with body graphics before and it seems like it would be quite a bit of work to port them from 1.2 and 1.4 to 1.6, so unfortunately your best bet for spider graphics is to use the Big and Small Framework.

 

Lamia xenotype is on the "to do" list too, thanks for the suggestions!

 

 

On 7/27/2025 at 4:34 PM, Arkantos03 said:

I seem to be running into a problem with succubi where they don't gain any fertilin.  One became pregnant, but still didn't have any fertilin gain despite that fact.  Removing their withdrawal problem doesn't help with the issue that they can't cast without a way to gain fertilin.

 

All the fertilin logic is RJW genes related so it's probably a problem on their end.

 

 

On 7/20/2025 at 8:50 AM, Johnstell said:

A new monster girl that could fit perfectly is the lamia (These have double penises and snake parts - They are all female)

 

Lamia are planned, I like the double penises idea, will make it a settings option when it comes out.

Posted (edited)
16 hours ago, Liliths apostle said:

Is there a way to turn off ageless and nonsenescent for all races but elves and succubi? I see the option in the universal genes but not on the individual xenotype tabs.

Sadly there's no way to easily customize the individual xenotypes but you can manually do it through editing the mod files which is what I did to tweak all the races to my liking. 

 

Here's how you can achieve what you're looking for:

  1. Disable the Ageless and Nonsenescent genes in the universal gene list and restart the game so that the changes take place. (Restarting may or may not be necessary but I'd recommend it.)
  2. Navigate to the Fantasy-Races mods folder and go to 1.6 -> Defs -> FantasyRaces and find the races you want to edit.
  3. Open the file you want to edit in an html/xml editor of your choice, a simple text editor like notepad works just fine.
  4. Near the top you'll find a list called <genes> with various <li></li> entries. Simply add the following lines to the list (anywhere is fine)
    <li>DiseaseFree</li>
    <li>Ageless</li>
  5. Save and overwrite the .xml file. The next time you load the game all newly generated races will reflect these changes.

Now once you've done this any editing to the mod settings might overwrite them so watch out for that just in case.

 

This next part is just for anyone who might wanna go further with the race editing: Create your ideal xenotypes in the game (e.g. in the character creator/editor) and save them as presets with restrictions removed and it set to inheritable. Now go to AppData -> LocalLow -> Ludeon Studios -> Rimworld -> Xenotypes. Open your preset and you can get a handy list of genes you want for editing purposes!

Important if you do this! The mod file also contains various functions that are intended to balance the xenotype's metabolic efficiency (better genes means faster hunger rate) and you might want to watch out how those functions and your new edits might offset that balance.

Edited by tlor33
Accidentally submitted early
  • 3 weeks later...
  • 2 weeks later...
Posted (edited)
14 hours ago, PurpleTiger251 said:

you know what'd make for a cool race to be added into this mod? Goblins, can't go wrong with the gobs

You're so right for this! Using the method I posted above I hacked together a Goblin xenotype and integrated it to the orc tribe that's in the base mod. If you wanna check it out I've included the file. Just delete the Orc.xml in the Fantasy-Races\1.6\Defs\FantasyRaces and put in Orc and goblin.xml in its place.

Here's a gene preview and the file:

Spoiler



Important notes!
1. I didn't bother with the fancy metabolism balancing so RJW Genes is required and you also need the Horns & Ears & Things mod because it has the cute goblin ears.

2. I tacked this on top of the original Orc mod so it's just piggybacking on the Orc xenotype settings. There is no settings menu for Goblins.

 

I've also included another file where I went all out with the RJW Genes to make the greenskin xenotypes even more nasty and rapey! 

Here's a preview of the genes and the file. (note if you want this one you don't need the one from above)

Spoiler

Orc and goblin (nasty version).zip

 

Nasty orcses:

RimWorldWin64_2025-10-15_19-27-59.png.bc6bb0c25fcb8d12a2352fa07f297b67.png

 

Cheeky gobbos:

RimWorldWin64_2025-10-15_19-28-16.png.86fcbe3411a82a72fca985167000e26c.png

 

Edited by tlor33
Submitted too early
Posted

Hi when i activate these factions most of the other vanilla of the factions go away they don't appear on map

  • 3 weeks later...
Posted

Updated to 2.4, small changes overall.

  • Xenotype list in settings menu is now sorted alphabetically.
  • Succubi and slimegirls having the deathless gene can now be toggled in settings.
  • Added French translation (thanks m4conazao).
  • Slimegirls now have the elasticity gene when playing with RJW genes.

I am noting down a lot of the feedback and suggestions shared here and on the Discord, any I do like will most likely be seen in the next "big" update (no ETA however) with proper credit given.

  • 2 weeks later...
Posted

Does harpy offspring work correctly? I just had one "give birth" and  the baby has a generic name of "baby" and a random surname, even though family relationships seem to be tracked correctly in the Social tab. No genes are inherited from the father, and mother does not lactate by default. Most of these are solvable with character editor or whatever, except for the genes issue. Does it work better with egg laying enabled? I'm guessing not since it's not a Biotech pregnancy either way.

 

BTW I'm a little surprised nobody has suggested or tried to add centaurs. Not sure what genes should they have except for the centauroid body from Big and Small and fast movement to be fair.

  • 1 month later...
Posted
On 9/8/2025 at 4:18 PM, Euclidean said:

 

might consider making it a standalone mod if there's enough demand, but for now no, sorry.

 

Bumping this request, even if it's just a gene added within this mod to add the harpy vagina to a custom xenotype (like the other genitals genes added by RJW Genes)

I appreciate the mod either way, thanks

  • 2 weeks later...
Posted

A small idea for dragon Girls. They all have fire spew, in many fantasy settings the elemental damage of the breath attack is tied to their color. 

Would it be possible to make the light blue ones use ice for example, maybe adding green skin color for acid, so some/each color gets their own flavor?

  • 1 month later...

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