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Eccentric Tech - Cosmetic Modifications
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.811 MB
Jul 20, 2021 @ 10:45am
Feb 2 @ 4:00pm
12 Change Notes ( view )

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Eccentric Tech - Cosmetic Modifications

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Originally posted by Cryptosleep Revival Briefing:
Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money.

Craft and install cosmetic implants in your colonists to alter their appearance!

Mod Contents

Eccentric Tech - Cosmetic Modifications adds 24 different cosmetic implant sets, including various different feline, canine, and other ears and tails! These implants can be crafted at the Nanoassembly (from Eccentric Tech - Core) and require advanced components, nanoweave, and/or plasteel. Cosmetic implants can also be found in exotic goods trader inventories.

Cosmetic sets can also randomly generate on NPCs, with commonality that can be configured in the mod settings!

Direct Application

Cosmetic modifications can be added directly to starting colonists via dev mode or using Pawn Editor or Character Editor:

* The dev mode option Add Cosmetic Set can be used to apply a preset all at once.

Alternatively:

* Ears and twin horns should be placed into the respective Left Crown or Right Crown body parts.
* Single horns should be placed into the Front Crown body part.
* Tails should be placed into the Tail Bone part.

Mod Compatibilty

Cosmetic Modifications is compatible with Humanoid Alien Races. By default, only humans are automatically patched for compatibility, but you can add additional bodies and races for support in the mod settings! Any humanlike race should be compatible, but ones with heads that match vanilla silhouettes will have the best compatibility.

As Cosmetic Modifications patches humanlike BodyDefs with additional cosmetic body parts, it should not be added to or removed from a game mid-save. Installing Mid-Save Saver prior to installing and enabling "Fix body mapping" may mitigate the chance of problems occurring, but please do so at your own risk.



If Eccentric Tech - Core is installed, then Cosmetic Implants can be researched to allow said implants to be crafted at the Nanoassembler.

Cosmetic Modifications has been tested with a large variety of hairstyle mods and should be compatible with the vast majority of them. However, hairstyles that are particularly slim may cause visible gaps. Please check out my hairstyle collection for the mods that I have personally tested!

Biotech Compatibility

Cosmetic Modifications has no problem working alongside Biotech or any other DLC, and offers an alternative pathway for adding cosmetic additions to colonists!

Please do not ask for a Biotech version of Cosmetic Modifications. There are plenty of existing alternatives, and the entire point of CosMods is to add a tech-based cosmetic alteration pathway that does not require genes or alien races.

See Also

Eccentric Extras - Angel Hairs, a small hair mod based on several members of The Eccentric's Angels. All of them have been designed explicitly with Cosmetic Modifications in mind!


Please check out My Favorite Hairstyles, which includes all hairstyles used the preview images!

Credits and Links

Eccentric Tech is a companion series for The Eccentric's Angels, a webcomic series on the r/RimWorld subreddit.

The legacy version of Cosmetic Modifications for RimWorld v1.0-1.2 is available here.
175 Comments
Need More Gore Jun 7 @ 4:45am 
started a new colony (deleted all my mods) and had no idea just how much i loved having my ears and tails had to come get it again lol
Head May 4 @ 6:40am 
This mod is so cute!
jogado21 Apr 1 @ 1:40pm 
I discovered that this mod causes an error along with the nice heart tab showing the wrong positions in the body anatomy
blackrave Feb 19 @ 2:02am 
Maybe add minimum age of 1 for chance to have these implants added on new pawn generation?
That would defacto exlude any newborn (since they start at 0), but still allow for visiting children to have them
blackrave Feb 19 @ 1:57am 
Small issue- children are being born with these implants.
Pretty sure it's not intended behavior.
Probably because it's considered "pawn generation" by this mod and applies apropriate percentage chance of occuring.
Could it be possible to exclude newborns from being born with them?
Няшко Jan 19 @ 6:53am 
Now I am dont need any other races anymore !
月羽狐 Aug 19, 2024 @ 4:56pm 
Just find that this mod does not require Humanoid Alien race anymore
Aelanna  [author] Aug 17, 2024 @ 6:48pm 
@Meyar - There is currently no way to restore a missing crown other than installing another implant, but having it missing does not hurt the colonist in any way either, as it's a purely cosmetic body part.
Aelanna  [author] Aug 17, 2024 @ 6:46pm 
@SerialElf - That is correct, in 1.5 CosMods no longer needs anything other than Harmony to function. HAR is still needed for 1.4 and prior.
SerialElf Aug 17, 2024 @ 5:18pm 
Hey just wondering the steam page no longer says you need HAR to run the mod. Is this accurate?