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
28. říj. 2022 v 7.25
8. čvc. v 8.46
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Vanilla Races Expanded - Saurid

V 2 kolekcích od uživatele Oskar Potocki
Vanilla Expanded
110 položek
Vanilla Expanded - Empire playthrough
148 položek
Popis
[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]
Populární diskuze Zobrazit vše (15)
6
8. lis. 2022 v 18.05
Errors on game launch (xenotypechance?)
Grimscribe
5
6. pro. 2022 v 20.23
infinite eggs
Scott
5
30. lis. 2022 v 3.30
Headless Saurids
Jedia Kyrol
Počet komentářů: 595
Sleepless Homunculus 21. srp. v 3.50 
Eggs sometimes don’t get laid at all and the pregnancy proceeds as normal.
Ano 20. srp. v 13.16 
is there a way to get rid of egg fatigue, doing a hive playthrough
Balthazad 20. srp. v 4.12 
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 19. srp. v 17.00 
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 18. srp. v 8.16 
Thanks Sarg :)
WaffleKing 17. srp. v 23.13 
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 17. srp. v 6.17 
You have an ideo that blocks hair types
Slimdorgie 17. srp. v 2.28 
my saurids don't have those cool center frills, they are always bald
WaffleKing 15. srp. v 3.08 
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!)
Balthazad 15. srp. v 2.15 
i'd highly recommend to fix the social relationships in the saurid mother scenario.
the 4 hatchlings ain't siblings, all are just half-sisters, so as if milady get impregnated by 4 different guys at the very same moment; this doesn't suit the scenario-text at all.

trying to fix that with character editor isn't really possible because there are barely any saurid pawns existing in the world before encountering them - and if i encounter them, they are alive (and female).

i may be a bit spoiled by your usual work, but this seems not very thought through...?