RimWorld

RimWorld

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Vanilla Races Expanded - Genie
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Mod, 1.4, 1.5
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498.168 KB
13.12.2022 klo 10.57
7.4.2024 klo 2.40
4 muutosilmoitusta ( näytä )
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Vanilla Races Expanded - Genie

2 kokoelmassa, tekijä Oskar Potocki
Vanilla Expanded
109 luomusta
Vanilla Expanded - Empire playthrough
148 luomusta
Kuvaus
[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]

188 kommenttia
Sarg Bjornson  [tekijä] 20 tuntia sitten 
Not a bug, but ok
Blueo 21 tuntia sitten 
when you update to 1.6 pls fix the blood crawl color bug too
Salatrüpel 28.5. klo 14.21 
yoou have to rub lamp. then he comes out again. but only 2 wishes left..
Sarg Bjornson  [tekijä] 9.5. klo 1.35 
No such bug tracked
Lady Vykeen 9.5. klo 1.25 
Did anyone happen to fix the invisible genie bug? Mine has just suddenly become invisible.
DondarfSnowbonk 26.4. klo 22.00 
"Q: Why antibiotics addiction makes pawns resist the effect?"

If you want a rationalization for this, think of it as the microbes of the Rim developing resistance to the drug because of overuse.
Eggnog98 19.4. klo 23.30 
lmao just had a genie prisoner die from the flu. I really should have read this mod before playing with it. Time to stock up on antibiotics for the next prisoner. :P
twystd 21.3. klo 16.40 
genies seem kind of uninteresting compared to the other ve race mods, i'd like to see more interesting interactions with the curiosity mechanic

maybe after reaching certain skill thresholds in their chosen curiosity, they could get race-specific boons for that specific skill

e.g. starting from level x in crafting, a craft-curious pawn gains y% chance to not consume resources when crafting, increasing per level up to a maximum of z%

high level cook-curious pawns could have increasing mood buffs for meals they cook to represent how they learn food presentation, etc etc

a different idea could be giving genies strong and immediate buffs towards their current curiosity, but having their chosen curiosity temporarily flit around to different subjects after reaching a point of satisfaction in their "main" one

also, maybe there's something to making genies innately advantageous as mechanitors or when dealing with mechtech?
StockSounds 1.2. klo 17.24 
I want this mod to be more than "It's big brain time".

If this were to ever be added to, I may suggest expanding on the antibiotics.
How about a suit or accessory that can automatically administer any substance you put in it.
- Yayo when they're sad
- Go-Juice when they enter combat
- Luciferium when they're dying
- Antibiotics when they're sick
- Any of them if the pawn's gotta get their fix of something devious.
- So on and so forth, and with accessibility for modders to select which function their item should do, probably with the Yayo one by default.

That one addition feels like it could make this as valuable as Fungoids, even if it's not technically an addition to genies, which don't really need anything else in my opinion.

And I'd like to take this moment to acknowledge that beggars can't be choosers. You're the boss, not me, I just like sharing ideas.
Alcatraz David 26.10.2024 klo 5.08 
So I have this weird problem, while everybody has issue with pawn being invisible, for me they are "visible" but just the head =]]]
Is anyone know about this ? :)))