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RimWorld

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Obsidia Expansion - Mothoids Xenotype
   
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Mod, 1.4, 1.5, 1.6
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2.359 MB
Nov 7, 2022 @ 4:21am
Jun 12 @ 7:50am
28 Change Notes ( view )
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Obsidia Expansion - Mothoids Xenotype

In 1 collection by Lored
Obsidia Expansion - Legacy Collection
14 items
Description

The main innovation of the mod is the Mothoids(Moth like) xenotypes, from the planet Obsidia.
  • Mothoid - Descendants of Mothoid Prime, once majestic xenomen from Obsidia, whose genes were developed by the best scientists... But today, having lost their greatness and, most importantly, their wings, having lost many of their features, they have become ordinary fragile Mothoids. The pollen still emitted from their bodies aids them in communication, trade, and animal husbandry, but it also has a negative effect on cooking. Pollen also acts as a means of protection, by shaking it off their body, Mothoids create the pollen cloud, making it difficult to see. Their hands are very sensitive, which also helps them in crop and animal husbandry, but because of this sensitivity, they are bad in medicine. The Mothoids also gained the ability to secrete silk and turned it into a weapon, spitting it out at their enemies to stun them.
  • Mothoid Prime - One of the pinnacles of Obsidia's genetic engineering. The main purpose is war. But the nobility could not allow them to be used only in the army, therefore, having stolen their genes, they began to use it for their own purposes, which eventually led them to become Mothoid, who lost their combat potential, but acquired other features. Mothoid Primes are great for both melee and ranged combat. With the help of their wings, they can easily cover long distances. Their Pollen Prime also makes them psy-sensitive, which also has its potential. But they are not perfect, their culinary and medical abilities are very poor, and they are also quite aggressive.
  • Atlant Mothoid - was an unsuccessful attempt at breeding Mothoid Prime. But because of their ability to build, craft, mine with their unique hands, and their survivability in varying temperatures, they have become a cog in the Obsidian Empire. Their pollen is very different from Mothoid Primes and even Mothoid, as due to the nature of their body, they are not able to create a cloud of pollen, but are able to release a small amount of it at the enemy, blinding and slowing them down. Also Atlant Mothoid, as well as the main goal of the experiments, also have wings that allow them to easily cover long distances. Unfortunately, their culinary and medical skills are very poor.





In general, the mod adds:
  • Xenotypes: 3
  • Genes: 30

Q: Is this mod CE compatible?
A: Just like the core mod - Obsidia Expansion.

Q: Will this mod work on 1.0, 1.1 or another game version?
A: Mod only supports the versions stated in the description.

Q: Is this a completed mod?
A: Yes, in terms of content, the mod is complete. But support for the mod continues.

Q: Is this mod save game compatible?
A: Maybe. But due to the fact that the mod introduces a new xenotypes and genes, I still recommend using the mod with new saves.
Translation
  • English - included
  • Ukrainian - included
  • Russian - included
  • Latin American Spanish - included / Translation by Caesar
  • If you would like to translate this mod into your native language, I will be happy to help with this.
Special thanks
For excellent character illustration lns_owl Instagram[www.instagram.com] / Steam

[ko-fi.com]
Popular Discussions View All (2)
7
May 8, 2024 @ 5:42pm
PINNED: Bug reports / Баг репорт
Lored
4
Dec 5, 2022 @ 5:38pm
PINNED: Suggestions / Предложения
Lored
21 Comments
SaddamHussein69 May 18 @ 6:42am 
Smash, next.
Lored  [author] Apr 23 @ 8:15am 
@Tenty Gene mechanics can be a bit confusing.
Yes, when creating a character, the xenotype’s gene list might show a metabolism of -4, since each wing gene is active and contributes its own -3 metabolism cost.
However, during gameplay, some mutually exclusive genes will become inactive. This applies to genes like hair color, skin color, body type — and in our case, wing genes. The pawn will end up with only one active wing gene, while the other becomes inactive, and the total metabolism impact will adjust accordingly — in this case, resulting in the expected -1 metabolism.
Tenty Apr 22 @ 8:04pm 
Oop, I admit I failed the spot check on the standard lacking wings, but the prime still has two wings both of which take metabolism landing it at -4 instead of the intended -1.
Lored  [author] Apr 22 @ 6:54am 
@Tenty That's right! If you read the description to Xenotypes, everything will become clear :slimeamazed:
Tenty Apr 21 @ 10:37pm 
Both the image in the workshop here and the in-game premade xenotypes have the default "moth wings" gene on the Mothoid Prime instead of the standard Mothoid. This results in Prime having two wings and standard having no wings.
Dekar_Serverbot Jul 11, 2024 @ 4:27pm 
will she eat my lettuce?
Chesse5552024 Jun 14, 2024 @ 4:11pm 
Is This vanilla friendly with graphics and lore.
 Papa bones  Nov 26, 2023 @ 4:26am 
>Q: Is this mod CE compatible?
A: Just like the core mod - Obsidia Expansion.

im sorry comrade, that info is outdated...
Lored  [author] Oct 2, 2023 @ 11:55pm 
@DadRadSkittle Sorry, but I don't see any errors refer to Obsidia Expansion mods. Perhaps the problem is in another mod or some mods incompatibility, since there are many mods installed.
During tests, all xenotypes from Obsidia Expansion mods made children without any problems.
DadRadSkittle Oct 2, 2023 @ 1:24pm 
Logs try to generate a pawn but fail for mothoid pawn
https://gist.github.com/HugsLibRecordKeeper/5c9f989bfb48c078d91b04efa33d2f6e