RimWorld
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Vanilla Races Expanded - Genie
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Mod, 1.4, 1.5
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13 dic 2022, ore 10:57
7 apr, ore 2:40
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Vanilla Races Expanded - Genie

In 2 collezioni di Oskar Potocki
Vanilla Expanded
96 elementi
Vanilla Expanded - Empire playthrough
148 elementi
Descrizione
[www.patreon.com]




See change notes



WARNING: This mod will make your game harder. Because of that, it might not be a mod for you. Please read the description and make your decision then.

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 Genies with brand new genes that are aimed at making this xenotype feel more rewarding to play with, but also adding a new layer of difficulty. Because of that, this might not be a mod for everyone.

Designed to be engineers, genies’ delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.

Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.



Vanilla Races Expanded - Genie 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: Will this mod affect existing genies?
A: No, it will only affect newly generated genies.

Q: Why did you add antibiotics? It’s bloat!
A: The way the genes are designed, without a way to provide genies with some sort of immunity system, they’d be unplayable. You’re allowed to dislike the fact that antibiotics are a part of this mod, but at the end of the day I decided they are an optimal solution to make the mod better.

Q: How do antibiotics work, exactly?
A: Antibiotics have different effect based on what’s the ImmunityGainSpeed of the person consuming them. For Genies, which lack any sort of immunity, they will provide a flat bonus of +100% immunity gain speed. Not a modifier - a fixed buff. For other pawns the bonuses will vary, and pawns with better than normal ImmunityGainSpeed might receive no effects at all.

Q: Why antibiotics addiction makes pawns resist the effect?
A: Well, because this is how the game system works, and we didn’t want to make antibiotics a new meta. Use them sparingly to save life, don’t pop them all the time like sugar pills.

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 Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]

169 commenti
LinkinShakesPear 13 giu, ore 2:08 
yeah you're probably right as my friends use this mode and they never had a problem with it, I suspect its the GradientHair mod in my mod list, ever since I removed it things work fine
Sarg Bjornson  [autore] 11 giu, ore 0:25 
Not caused by this mod for sure
LinkinShakesPear 10 giu, ore 23:50 
There appears to be a bug in this mod, whenever a genie spawns in the game it breaks the rendering and genie sprites are invisible on the map, moreover if another colonist (not a genie) goes near a genie (dead or alive) they too become invisible. Is anyone else getting this problem ?
that aside these are very nice mods and I appreciate the hard work put into them
The Hat 3 giu, ore 23:58 
What are all those devices pictured and why aren't they included in the mod?
stormarmy 16 mag, ore 12:01 
Ive noticed something odd with the genies

they have no immunity at all, so the gain speed is very low, thats working as intended

Some diseases however seem to regress to 0 and disappear. Malaria is one, Flu is another. I've just had a Malaria outbreak in my colony, 2 prisoners, 3 colonists got it. Of the colonists, 1 is a baseliner, 1 a saurid and 1 a genie. This happened on the 5th septober, it is now the 6th septober and the genie is cured, no antibiotics required. I have other mods, but as far as i know none of them mess with immunity gain or disease severity gain. happy to dm screenshots
Sarg Bjornson  [autore] 14 mag, ore 9:50 
Eventually. Low priority
INikolas 14 mag, ore 9:27 
how about recolor red blood trail to blue while genie is crawling to bed 1.5
cyanobot 7 mag, ore 11:47 
With the new crawling mechanic in 1.5, genies leave regular red blood smears instead of blue/purple.
S.T.A.L.K.E.R. 30 apr, ore 11:38 
awesome mod thx
slyfox43 17 apr, ore 0:07 
@gigawattz If you have the Gradient Hair mod, try turning that off. For some reason any pawn that is bald and has gradient hair causes pawns to not be rendered.