RimWorld

RimWorld

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Big and Small - Lamias and other Snake-People
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Mod, 1.4, 1.5
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13.890 MB
Dec 28, 2022 @ 2:12am
May 30 @ 11:14am
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Big and Small - Lamias and other Snake-People

In 2 collections by RedMattis
Red's Workshop Mods
26 items
Big and Small - Integrated Mods
32 items
Description
Adds snake-like xenotypes, related genes, and optional factions for them.


Factions and Xenotypes

Viper Family
Viper Family is an ultra-tech criminal organisation. The many branches of the family have been bribing and making themselves useful enough to the right people within the empire to avoid outright hostilities, but on the Rim relations are shaky at best.

Outside of Rimworlds they are known for grand casinos, entertainment, and the ability to procure nearly anything for the right price. They also secretly deal in the likes of kidnappings and assassinations, for the right price. Away from prying eyes they run sketchy-but-advanced gene labs developing xenobeings for a variety of customers, the Empire itself included.

On the Rimworld they are a hostile menace to anyone who isn't their customers, but if you do manage to convince them that it is better to trade with your instead of robbing you, then they will offer a black-market flavoured inventory of what you might expect from the Empire.

When hostile the Vipers will launch raids clad in light power armour and often wielding the sort of highly-advanced weaponry the Empire is known for.

Lamia
Lamia are the most common snake-like xenohuman in employ by the Vipers. They often serve humble jobs as clerks, servants, and sometimes entertainers. What they are most known for is assassination, and they can produce lethal venom with which to kill their quarry. As far as their role in the former goes they are fairly competent, though their hot temper can easily cause them to blow their lid.

The rumours of actual baby-eating Lamias from old myths hiding among their ranks are probably not substantial. Probably.

Sirens
Sirens are arguably the most famous snakes from the Vipers. They almost exclusively serve entertainment in the form of singing and performance, the former which they are incredibly good at. They are all lab-bred, and most viper family bands have at least one or two around to listen to. The Viper family tends to aggressively pursue anyone who dares present a Siren to a stage they don't own or endorse.




The Snakeman Tribal Federation
This loose federation of various snakefolk of former enemies have united against their more dangerous common foes. They lack most of even the most simple tools, making even the Neanderthals look fairly advanced. They regard all outsiders with suspicion if not outright hostility, but they are sometimes willing to trade scavenged goods.

Pythonmen
The most common type of snakemen are Pythonmen who are mostly known for lunging a somewhat impressive distance at enemies from the bushes. In combat they tend to rapidly relocate using a series of short jumps.

Addermen
Addermen are the second most common, especially in cold environments. Addermen are venomous and can even spit a strange corrosive liquid at their foes.

Anacondamen
Finally there are the Anacondamen, who are large and very sleepy snakemen. Beyond their size they are also known to for springing at enemies from a truly impressive distance.

It is unknown where the snakemen came from, some believe they are xenohumans, others that they are uplifted snakes.




Naga Faction something something naga name pending
Faction not yet implemented, but the xenotypes can sometimes be found in the world

Naga
Naga are said to be proud, tough, and mighty warriors.

Some outlander scientists state may have originally humans modified a long time ago in an effort to adapt them to acidic or swamp-like worlds.

Nagaraj
Nagaraj are ageless proud warriors who are sometimes believed to possess strange powers. In terms of appearance they are similar to Naga, but they typically have a more human-like head and torso.

Nagaraj are believed to have been created by an archotech on a world where the Nagaraj were worshipped as semi-divine beings. Some believe Naga may also originate from the same place.



Other
Gorgons


Snake-haired, golden-winged, and in mythology claimed to have been created by the titan Gaea to assist her sons the giants in their war against the gods. It is claimed they are immortal, but in reality they are merely sturdy.

The Empire claims they were created by an archotech, and while the Viper Family in particular is known to have a few among their ranks, their origins remain mysterious.




Genes
The mod adds several genes, though most only spawn on their related xenotypes. Here are two of them.








Dependencies & Recomendations
You can use Vanilla Framework if you wish, and Alpha Genes. The former will add an extra gene to the Sirens. The latter currently doesn't add anything but might in the future. I wanted to avoid both as hard dependencies since they are very large frameworks/mods.

The Viper faction will use urbworld style equipment if you've got that mod enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2908039338

Consider using Xenotype Spawn Control if you wish to use fewer factions but still want the new xenohumans.




Notes

I plan to add India-inspired Nagas in the future as well, but sadly the tail does not fit the male/fat/hulk bodytypes and likely I'll need to use something like Humanoid Alien Races to make the mod pick tail graphic based on the body-type of the pawn

The snake-snoot for the snakemen doesn't fit great with some heads. I'll likely create a full head-replacement later, and set it up to work with the face animation mod.

Most of the genes have a low or non-existant spawn value to avoid inflating your gene-packs spawn-pool. You won't have to worry about finding "Adderman Frame" genes and stuff like that.




Credits
Phaneron for the gorgeous snake hair for Gorgons, as well as several of the icons.




Issues

No known bugs yet. Please report any issues you find.

See "Issues" section in the Big & Small Races dependency mod if the headsize of the slightly smaller/larger snakes look strange.

Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (2)
2
May 30 @ 11:15pm
Swallow not working
Maximillionysis
0
Jan 14 @ 4:04pm
Bug Maybe
ShyGuySpirit
254 Comments
RedMattis  [author] May 11 @ 8:28am 
@Firesgone
Unless something broke in 1.4 they should consider it cannibalism and all that. Tbh. the system I wrote is a bit simplistic though, which is why you get weird stuff like armor being somewhat damaged.

Adding a warning message sounds like a good idea. I'll add that to my to-do.

@azll
Thanks! :)

@Raven Guertena
My other mods have some other myth-based xenotypes, such as oni. This one is mostly focused on snake-like stuff.
Firesgone May 8 @ 10:45pm 
Just want to mention some odd bits I see while playing with this mod.
Sometimes a hostile pawn (custom xenotype) will fail to swallow a colonist in combat, I thought I lost my protag :RCRun:
Also, currently colonists do not react to themselves or others being eaten, even dieing. They don't consider it cannibalism for some reason nor care they were harmed by that pawn.
Also, struggling prey damage worn gear and can even break them if the predator is too tough. I just find it funny and it's probably just the damage system.

Unrelated but may I suggest an alert or notification for when a pawn or animal is swallowed? Especially a hostile eating a colonist. If I happen to miss it, I won't have a clue till I can't find them anywhere at all and start specifically gut checking.
They just disappear from all menus, at least until the death message.
azll May 1 @ 2:13am 
all your gene and race mods are right up my alley, thank you so much for your work and creativity
Jack Salem Apr 28 @ 11:42am 
Beliefs are beliefs, and a physiological need is a need. If you have lived with her, then you have reconciled.
Yes, I did not notice that the victim had requirements other than the size difference. So a pawn with the genes of a giant can eat ordinary pawns. And restore concentration at the same time. Combined with Vanilla Psycasts Expanded, this creates a pawn of monstrous power against the raiders. Hand over a pack of spells, devour the nearest victim alive, and hand over a new pack.
Raven Guertena Apr 21 @ 1:38am 
so any other monster types that can be added into the game? Like maybe centaurs, hellhounds or kikimoras? lol
Magos Hiacynt Apr 18 @ 4:39am 
take your time man love your work.
RedMattis  [author] Apr 17 @ 12:01pm 
@pops3s
Not if they are cannibals. Might be something broke in 1.5 though, because that used to work the same as if they had eaten the corpse normally. I'll make a note to check it out (I'm on vacation right now, so it will be a bit).

@Gamerhell
From Hugs Log Publisher? I dunno what that would be about, tbh. Never heard of that issue.

@Jack Salem.
I'll get rid of the blocker. A monster like that being incapable of violence sure is a strange combo tho.

...At some point I should really redo that gimick xenotype. The original idea was to have them as enemies that would have been a bit like the advanced invisible anomaly <redacted>, with the xeno stealing children and requiring you to track it down and kill it to get them back. It was just a bit beyond my abilities at the time.
Magos Hiacynt Apr 17 @ 10:53am 
are paws supossed to be always upset about raw cannibalism when killing with the swallow ability? they've got the stomach to handle raw meat and are ravenous cannibals but they still get the -20 mood debuff.
Gamerhell Apr 16 @ 9:38pm 
@RedMattis, it won't let me share the logs, something about me not having authorization to upload? Any helping input. Also, it seems to be happening due to the game being unable to kill snake people such as Nagas, it just sets their status to "corpses" and keeps them alive but dead-ish.
Dust Apr 13 @ 4:26pm 
Oooh ok, I will get that installed.