RimWorld

RimWorld

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Vanilla Races Expanded - Saurid
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Mod, 1.4, 1.5
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4.784 MB
Oct 28, 2022 @ 7:25am
Apr 4 @ 1:43am
14 Change Notes ( view )
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Vanilla Races Expanded - Saurid

In 2 collections by Oskar Potocki
Vanilla Expanded
96 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 (14)
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
543 Comments
CryoChick May 22 @ 8:28pm 
would it be possible to make it so there was a gene that made it so the pawn lays unfertilized, similar to chicken ducks or geese?
Rodshock May 18 @ 11:16am 
having same issue with babies prenamed.
I also noticed a message pre-hatch that seemed to indicate that the baby is given this name very early on (e.g. Baby [name] is the new heir of [mother])
Lava May 7 @ 7:05pm 
I have submitted a bug report, I hope the issue is resolved.
Sarg Bjornson May 6 @ 10:52pm 
Use the bug report system linked above. We can't have bugs reported across 4000 different places
Lava May 6 @ 8:43pm 
not sure if you get discussion notifications, but I reported some issues about saurids last april and I haven't heard anything since so I am assuming you don't. I am wondering if any of the issues have been noticed & resolved by you or the team. As far as I know, they don't produce errors, so no logs, because they aren't errors, more like coding blunders (as in the code is working, but not how you want it to work). Here are the bugs I found playing on the saurid mother scenario back awhile ago:
Lava May 6 @ 8:43pm 
• Fertilized Human eggs aren't automatically disabled in food restrictions.
• Babies born from eggs already have traits.
• Eating a fertilized human egg doesn't count as cannibalism
• Cold-blooded temperature alert goes off at 0%
• The saurid faction has a 100% chance to spawn saurids despite listing other xenotypes.
• Saurid mother starts with eggs that are all the same gender
• When a baby hatches, it automatically gets assigned the first name "Baby" and takes a random Last Name and doesn't let you change it.
• Fertilized human eggs can spawn as rewards and or drop pod items.

(Unconfirmed)

• In the Saurid Mother scenario you will only birth female eggs.

I haven't played with saurids in awhile so I'm unsure whats been fixed. Thanks for your time
RamblingRob May 2 @ 9:58pm 
how do i get the egg to hatch? it has like "12 days left" and is at "31% progress" but it aint doing anything.
Sigourney Weaver in Alien4 May 2 @ 1:00pm 
as far as I understand it this is the only xenotype race mod from the vanilla series that also adds a faction, right?
Clarktron Apr 22 @ 5:56pm 
Looks like you can't choose the name of newly-hatched saurids. I have no option to rename baby saurids after they hatch, even within 24 hrs of them hatching. Is there any other way to rename them other than editing the save file?
CryoChick Apr 18 @ 8:43pm 
Hey I made a custom xenotype with the pheremones gene. a baseliner has the 'comforting scent' opinion of the custom xenotype. I assume this is the pheremone opinion that shouldn't happen from other xenotypes