RimWorld

RimWorld

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Vanilla Races Expanded - Saurid
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Mod, 1.4, 1.5, 1.6
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1.702 MB
Oct 28, 2022 @ 7:25am
Jul 8 @ 8:46am
16 Change Notes ( view )
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Vanilla Races Expanded - Saurid

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod adds a new race called Saurids, featuring xenohumans with lizard characteristics. A number of new genes will allow players to turn their pawns into cold-blooded scaly monstrosities, whilst a new Saurid faction will be added alongside the Outlander factions and will provide a steady supply of Saurids for the players that desire it.

Genetically spliced with synthesized dinosaur genetic material for improved compatibility with arid environments, saurids are cold-blooded isolationists with harsh voices and extremely low metabolisms. Their sharp claws and hardened scales make them particularly suited to melee encounters.

For workers looking for higher-wage jobs, saurid xenogerms are offered alongside employment packages to particularly arid and hot planets. As conditions are quite harsh, they experience an attitude shift to be less social and consume fewer calories which allows them to be more profitable. As they are not excluded from starting families, saurids can communicate with each other using pheromones and are oviparous to reduce medical complications caused by lack of proper social infrastructure.



Vanilla Races Expanded - Saurids adds following mechanics to the base game:



















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.




Graphics are created by Oskar Potocki with help from Neronix.

Code work by Neronix.

Xenotype description by Reann Shepard.

Raptor sounds sourced from Ark: Survival Evolved.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (15)
6
Nov 8, 2022 @ 6:05pm
Errors on game launch (xenotypechance?)
Grimscribe
5
Dec 6, 2022 @ 8:23pm
infinite eggs
Scott
5
Nov 30, 2022 @ 3:30am
Headless Saurids
Jedia Kyrol
596 Comments
Balthazad Aug 23 @ 6:01pm 
more broken things discovered:
fertilized saurid eggs on caravans will be fed to meat-eating animals and it can't be prevented.

make them something completely inedible pls, explain it with a hard shell.
Sleepless Homunculus Aug 22 @ 5:45pm 
@Ano I remember seeing either snowfox's tweaks mod or tweaks galore giving an option for that.
Ano Aug 20 @ 1:16pm 
is there a way to get rid of egg fatigue, doing a hive playthrough
Balthazad Aug 20 @ 4:12am 
adding a husband did not fix the siblingship, they are still spawned as half-sisters and all female saurid mothers.
pretty sure this would work out if the baserace was still "human" and only the genes saurid ones, like it is with all those xeno races.

as of now, the scenario is broken as a scenario and should either be deleted or repaired.
Balthazad Aug 19 @ 5:00pm 
the frilled ears (+ the fishy other ears from VRE) look very estranging in rear view, they just seem to come out of the rearside of the helmet and not where they'd belong. is there a chance you could put them a laye below the headgear, so that i'd just look as if they'd come out of the mid of the headgear...?

btw i've restarted the saurid mother scenario, the psychopathy-bug is history now. curious rn if it fixes the siblingship to have set a saurid pawn as husband that got left behind (tho reuinioned before hatching)
Slimdorgie Aug 18 @ 8:16am 
Thanks Sarg :)
WaffleKing Aug 17 @ 11:13pm 
Does the oviparous gene prevent doing the "extract ovum for IVF" surgery? It seems to not let me force my doctor to do the surgery, and the surgery disappears from the surgery bill tab a few seconds after I click off the pawn. It MAY also have to do with said pawn only having 0.98% fertility, but I feel like that's what's that surgery is for, no?
Sarg Bjornson Aug 17 @ 6:17am 
You have an ideo that blocks hair types
Slimdorgie Aug 17 @ 2:28am 
my saurids don't have those cool center frills, they are always bald
WaffleKing Aug 15 @ 3:08am 
A cradle for eggs would be really nice. Specifically one that protects it from outside stuff. (For example, your colony's cat trying to eat it!)