RimWorld

RimWorld

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United weird Unimals
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Mod, 1.4, 1.5
Content Descriptors: General Mature Content, Some Nudity or Sexual Content
File Size
Posted
Updated
12.539 MB
Dec 16, 2022 @ 3:51am
Apr 22 @ 2:11am
16 Change Notes ( view )
You need DLC to use this item.

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United weird Unimals

Description
Xenotypes:
- Fibricorn - Cotton sheep-people, who are good with plants.
- Hathr - Mysterious psychic people, who can levitate.
- Coldent - Jumping rat-people, from an ice world.
- Mycoling - Psychic, shroom-people, who can share emotions.
- Gelatoid - Slime-girls, with acid hands.
- Diaemus - Vampire, succubus bat-girls, who can fly and have captivating pheromones.


New Genes:
Fibricorn Photosynthesis - While in sunlight, increase move speed and slows down sleep need, but in darkness increase sleep need. Also slowly regenerate old wounds.
Fibricorn Physique - Sheep-like fur skin*, comfortable temperature shifted towards warmer climate, but 80% carry capacity, -50% toxic resistance. Also bleed orange sap.
Fibricorn Tail - Cotton-like tail, gives Harvest Fluffball ability.
Fibricorn Ears - Fluffy ears with green ram horns, which can be used to headbutt.
Fibricorn Eyes - Goat-like horizontal slit eyes.

Hathr Physique - Patterned skin*, comfortable temperature shifted towards colder climate, longer lifespan and psylink, but 50% carry capacity.
Hathr Eyes - Silver eyes, ignore darkness, but nearsighted in sunlight.
Hathr Telekinesis - Gives Psybolt and Levitate abilities and ignore terrain.

Coldent Physique - Mouse-like fur skin*, comfortable temperature shifted towards frigid climate, leap ability and 25% toxic resistance, but 70% carry capacity.
Coldent Tail - Mouse-like tail, gives 10% bonus to movement speed.
Coldent Ears - Mouse-like ears, gives 10% bonus to hearing, ignore darkness, 10% melee dodge and trap avoidance.
Coldent Teeth - Chisel-like front teeth, which can be used to bite better. Can also slowly chew through walls.
Coldent Agility - Gives 15% melee dodge and 10% movement speed.

Mycoling Physique - Mushroom-like fur skin*, comfortable temperature shifted towards warmer climate, 25% toxic resistance, 4x healing factor, immune to infection and lung rot, but take 4x fire damage. Slowed down in sunlight, but negate sleep need in darkness. Also has psylink.
Mycoling Shroom - A mushroom cap on head. Gain Spore Cloud ability.
Mycoling Frill - Lower part of the mushroom cap. Always use with Mycoling Shroom- gene.
Psychic Mycelium - Gain Psychic Screech ability and share mood with nearby allied pawns.

Gelatoid Physique - Slimegirl fur skin*, comfortable temperature shifted towards warmer climate, 100% resistance to blunt damage and 30% resistance to heat damage, but at freezing temperature move speed drop to 30% and blunt resistance to 0. Above 40 celcius, also all damage resistances drop. They also bleed pink goo and ignore terrain.
Gelatoid Core - 10x healing factor, immune to toxic and most diseases, can heal old wounds and age at 10% speed. (Archite Capsule)
Gelatoid Acid - 140% mining speed and 200% smoothing speed. Unarmed attacks do acid burn damage.
Gel-Haired - Gooy, dripping slime as hair.

Diaemus Physique - Bat-like fur skin*, wide comfortable temperature range, toxic immunity and claws on feet. In sunlight sight drops to 50% and move speed drops to 80%, but in darkness move speed increase to 120%, carry capacity increase to 150% and gain high genetic beauty.
Diaemus Ears - Large bat-like ears, ignore darkness, 125% hearing, 10% melee dodge and trap avoidance.
Diaemus Fangs - Gain Lovebite ability and a stronger bite attack.
Diaemus Wings - Gain Short Flight ability, large bat-like wings and ignore terrain.
Extreme Libido - 10x more likely to initiate lovin', but 25% fertility.
Charming Pheromones - Gain Charm ability, gives 25% bonus to negotiation, 5% bonus to trade prices and increase romance chance by 150%.
Hemogenic Sustenance - Doesn't get hungry while has hemogen, but drain 10 hemogen per day. Get increasingly hungry when out of hemogen. (Archite Capsule)

*note: I use Nals's Compatible Bodies and I made the custom skins fit that body type.


New Abilities:
Harvest Fluffball - You can harvest a fluffball from your cotton tail, which can then be woven into cloth. 5 day cooldown.
Psybolt* - Short range projectile, telekineticly propels a small stone at target for the cost of some neural heat.
Levitate* - Medium range jump, telekineticly propel yourself to target location at the cost of some psychic focus.
Leap - Short range jump, enhanced leg muscles allows you to leap a short distance up to 2 times, before needing to rest. 4 hour cooldown.
Spore Cloud - Very small smokepop around caster. 24 hours cooldown.
Psychic Screech* - Short range AoE mental state, cause paniced fleeing mental state for a short while. 24 hours cooldown.
Lovebite - Similar to bloodfeed, except instead of a mood penalty, target gains +10 mood and +25 opinion for a day, but suffer consciousness penalty for 12 hours.
Short Flight - Long range jump, use hemogen to fly across a long distance.
Charm - Touch range mood booster, use hemogen to cause +50 mood for 1 hour, but set max consciousness at 30%, also gives +10 mood for a day after that.

*note: These are psycasts and require the Royalty DLC.


Scenarios:
Hathr Exiles
Three exiled Hathr psycasters with low loot, but high research.
You get a Hathr Psystaff and some unlocked researches, but very little else and a natural enemy.

Lost Lambs
Five Fibricorn with five sheep attempt to rebuild.
Similar to the default tribal start, but with sheep and some more sheep.

Rat Pack
Three Coldent with two wargs try to survive.
You get a Coldent Lance for each, but very little else.

Escaped Experiments
Three naked Gelatoids trying to figure out survival.
Similar to the naked and alone start, but you get three slime girls instead and junk scattered about.

Shroomland
Four Mycoling set up a new home.
Similar to the default tribal start, but with more food and a natural ally.

Strange Bedfellow
One crashlanded Diaemus needing blood to survive, and one human colonist.
Similar to the Sanguophage start, but with a sexy vampire girl.

The UwU-experience
One of each UwU-xenotype walk into a ship wreck...
Similar to the default shipwreck scenario. Good for checking out what you get from this mod.


Weapons:
Cleaver - A meat cleaver. 10% bonus to cooking and butchery speeds.
Coldent Lance - A heavy lance. Slightly slower, but stronger variant of a spear. -10% move speed, but +10% melee dodge.
Coldent Power Lance - An enhanced version of the Coldent Lance, that also occasionally does frostbite damage.
Hathr Psystaff - A psychic staff. Similar to an eltex staff, but has a ranged attack.


Factions:
Hathr Coven - A group of hathr psychics and their mind slav... I mean, their physically adept allies.
Fibricorn Herd - A tribe of Fibricorn farmers. While prominently Fibricorn, they welcome other xenotypes as well.
Coldent Colony - A group of Coldent knights. They keep to themselves and don't like outsiders.
Gelatoid Tribe - A tribe of confused Gelatoids.
Mycoling Hive - A hive of psychically connected Mycoling. With a couple of Dirtmoles in the mix.
Diaemus Harem - A hidden faction similar to the Sanguophage faction.


Recommended mods:
Facial Animations
Facial Animations Experimental
Compatible Body 2
Popular Discussions View All (2)
7
Apr 30 @ 7:37am
PINNED: Bug Report
Emottaja
1
May 1 @ 7:39am
PINNED: Suggestions/To do-list
Emottaja
81 Comments
INikolas May 4 @ 1:41pm 
ok, sad
Emottaja  [author] May 3 @ 11:41pm 
My own edit. =P
I can't share it though, since I don't have permission from Nals. =/
INikolas May 3 @ 1:56pm 
or is this your own version made by you?
INikolas May 3 @ 1:54pm 
@Emottaja where did you find this mod? I need it
Emottaja  [author] May 2 @ 11:14pm 
@INikolas Yup.
I'm using modified compatible body on my mod list, but I made sure that my fur skins fit the original as well. (my edit just adds more detailed booba. =P)
INikolas May 2 @ 12:28pm 
which textures of body you use in preview? it looks like modified compatible body 2 version
CTH2004 May 1 @ 2:29pm 
Ah, fair enough.

And I knew why you put that wording, I was just saying that I liked how you phrased it (:
Emottaja  [author] May 1 @ 2:22pm 
@CTH2004 =3
I had some spare time so I rushed the 1.5 update and then rushed a fix for that update. >_<'
But it should be compatible with 1.5.. or at least it's not throwing errors.
I intend to check for bugs and compatibility more thoroughly later, when the rest of my mod list has been updated, and I got the time.

And about the Psychic Mycelium: I basically just copied and re-flavored the Psychic Harmonizer from Royalty and used Vanilla Extended Framework to add the hediff with the gene. =P
CTH2004 May 1 @ 10:21am 
Completely forgot about this mod, love some of the new features!

Firstly, love your change note of “ errors included.” Sounds almost like my answer to wether my mod is compatible with CE (feel free to use it if you want):
Q: Is this Combat Extended compatible?
A: Uh... sure. There might be "unintented features" (especially as more code is added) that we can't guarentee to fix, but you do you and all

Secondly, would it be fine with you if I make your mod a “soft compatibility”?

Also, I might be back with questions about the behind-the-scenes of Phsycic Mycelium, but I have a few updates planned before that (:

Thanks!
Emottaja  [author] Apr 22 @ 2:13am 
Got time for a quick update.
Errors messages fixed and offsets adjusted.