RimWorld

RimWorld

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Vanilla Races Expanded - Hussar
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Mod, 1.4, 1.5, 1.6
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654.967 KB
Nov 26, 2022 @ 5:05am
Sep 28 @ 9:44am
13 Change Notes ( view )
You need DLC to use this item.

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Vanilla Races Expanded - Hussar

In 2 collections by Oskar Potocki
Vanilla Expanded
116 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 expands on a xenotype of Hussars with brand new genes that are aimed at making this xenotype feel more fleshed out, rather than just 'good combat pawns'. It also adds a brand new xenotype of Uhlans, rare and strong soldiers fueled with luciferium.

Uhlans are a side-development from captured hussars, turned by certain elements to become a counter to the military-developed supersoldier programs. Their genetic dependence on luciferium is both a deterrent against capturing and an improvement to long-term usefulness.

Appropriately named demons for their permanently flushed skin and intense bloodthirst, uhlans are incredibly resilient and specialized in certain styles of combat. Quite often they are decked out in heavy armor, in which they can charge full tilt at their intended target.

Extremely specialized and on a permanent hair-trigger, there has been much speculation that their development was sponsored by megacorporations as part of the latest arms race. No substantial evidence has been presented to support these claims.




Vanilla Races Expanded - Hussars 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! Except for the weapon aptitude genes - since they are autogenerated, and there is so many of them, they will not populate the genepacks.

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: Will this mod affect existing hussars?
A: No, it will only affect newly generated hussars.

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.

Code work by Taranchuk and Sarg.

Xenotype description by Reann Shepard.

XML by xrushha.

Storyteller artwork by vitalii, with tweaks by Visandar.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
303 Comments
Aug 3 @ 7:36am 
I had a "hold prisoners at the colony" quest from some tribals in the early game. One of the prisoners was an Uhlan with the luciferium dependency. This would be dumb on its own but what followed was even dumber. The Uhlan spawned in with 7 days of luciferium deficiency already present. The quest required me to keep him in the colony for 22 days. Despite the tooltip saying that after 20 days of not taking luciferium the Uhlan falls into a coma, he did not fall into a comma until the 28th day of his deficiency. Also the weapon aptitudes are really weak, clutter the biotech gene selection screen and are far too expensive. Even if you try to min-max a custom xenotype it is just not worth getting them.
Apr 10 @ 12:35am 
Woah. You can stack robust and toughness? And slap a bulletproof skin on top? Seems like an oversight.
I can clearly see that plasteel skin from Alpha genes disables bulletproof skin so I assume that toughness MUST disable robust.
Mar 14 @ 5:25am 
so looking at it. theres a bug where Uhlans doesnt have Psyhiccally deaf and dutyful genes.
Mar 10 @ 12:15pm 
Gotta admit, being able to ignore that slow terrain penalty when in space due to the glidewings is so worth it
Feb 11 @ 3:40am 
Had an idea for all the Races Expanded mods,adding a purchasable xenogerm pack to the game, like a Hussar and Uhlan gene pack with this mod.
Feb 8 @ 11:12am 
V The Uhlan are already psychically deaf, and have Dutiful.
Jan 11 @ 11:09am 
i have a suggestions. how about giving the Uhlan psyhiccally deaf and dutiful genes like Hussars have so thay are more alike, plus it lowers the hunger rate to 200% and mayba awful cooking, so they get a hunger rate of 150%.
Dec 21, 2025 @ 6:03pm 
Love this!
Dec 13, 2025 @ 12:30pm 
Correction to my previous comment.
The second mod option about biocoded weapons needs to stay "True" to show the majority of weapons aptitude genes.
That said I was not able to really figure out why a few modded weapons and the persona weapons are excluded
Dec 12, 2025 @ 4:35pm 
Hello, I don't get what is the criteria for the weapon aptitude generation

Just as an example in my game i don't see the eltex mace aptitude in your screenshoot
I also checked the mod options and disabled the 2 settings available but that is not the fix?

1 - Is the mod load order what I should edit?
2 - Is the gene list complete or chooses at random X number of weapons and you just have to get lucky to have within your game the specific waepon aptitude you are looking for?
2b - How do you regenerate this list if this is the case?
Thank you in advance