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Eccentric Tech - Cosmetic Modifications
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.968 MB
Jul 20, 2021 @ 10:45am
Jul 11 @ 7:12am
13 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.
181 Comments
Aelanna  [author] Aug 19 @ 6:43am 
@Kantaris - As the mod description states, this mod is entirely unsafe to add or remove mid-save without Mid-Save Saver due to how it alters the human BodyDef and thus causes hediff indices to shift.
Kantaris Aug 19 @ 4:29am 
Installing this mod during an existing save cut off various body parts of 2 of my Sanguophages. They both lost a leg and then some other random digits. Tested it several times with and without this mod, and every time they lose the same body parts when I install it. Running all DLC's and Eccentric Tech Core.
Aelanna  [author] Jul 22 @ 7:37am 
@SiaNKs - These aren't genes, so there's no reason they would show up in a xenotype editor. Character Editor, Pawn Editor, and vanilla dev mode should all be able to add the cosmetic parts via Add Hediff, or you can use the handy "Add cosmetic set" debug action in the dev actions menu.
SiaNKs Jul 22 @ 6:06am 
Sadly in 1.6 this aint showing up in Xenotype Editor for cosmetics, nor you can add this in any way through Character Editor.
Gundam Pharmacist Jul 6 @ 11:42am 
Asking if 1.6 update is a thing for this
Punished "Venom" Bocchi Jun 13 @ 6:45am 
Are there any plans to update this mod to 1.6?
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