RimWorld

RimWorld

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Vanilla Races Expanded - Phytokin
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Mod, 1.4, 1.5
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1.696 MB
Feb 2, 2023 @ 8:04am
Jan 4 @ 4:22am
13 Change Notes ( view )
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Vanilla Races Expanded - Phytokin

In 2 collections by Oskar Potocki
Vanilla Expanded
108 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 adds a new race called Phytokins, which are a unique and extremely rare xenotype that mixes the DNA of a plant with human DNA. Phytokins are capable of photosynthesis and reproduce via planting a saplingchild, and come in three varieties based on what DLCs you have enabled. With no other DLC, the only Phytokin variety present in the game will be the evil Poluxkin.

Based on genetic data retrofitted from Gauranlen Inc.’s investment into dendrology following the Fall of Sorne, phytokins are plant-based humanoids with an emphasis on symmetry and symbiosis. Their ability to subsist only on sunlight and affinity with any and all plantlife make them especially suited to aiding newly established colonies or underperforming industrial farms.

Based on research from the forest planet of Phytok that committed to extensive analysis on human-compatibility with psychic energy, phytokin xenogerms are typically exclusive to high-ranking, supporting roles in megacorporations and planetary governments. Their unique way of reproduction has resulted in many identical offspring, with each generation becoming successively more competent than their progenitor, further contributing to their extremely low numbers. Their affinity with plantlife, along with the side effect of extremely high and ever-increasing psychic sensitivity, mean that any phytokin xenohumans found on the Rim are always adapted to high-concept, dominant trees that are present on their residing planet.



Vanilla Races Expanded - Phytokin adds following mechanics to the base game:






















Friendly Hostile Factions (Continued) has been reported to cause problems with the Phytokin name maker in the introduction quest.

[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: Phytokins can appear very rarely in some of the existing factions. Additionally, after adding this mod, a quest will appear where you can save your own Phytokin from raiders!

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: I don’t have Gauranlenkins in my game! Why?
A: You don’t have Ideology DLC. They won’t appear.

Q: I don’t have Animakins in my game! Why?
A: You don’t have Royalty DLC. They won’t appear.

Q: How do Gauranlenkins work if I have Vanilla Ideology Expanded - Anima Theme?
A: They don’t get changed at the moment. It was a low priority feature that may come in the future.

Q: One of my Phytokin is called Matthew McConnell or something! Bug!
A: This is actually expected! That's one of the people who paid the "Name in Game" pack to Ludeon :)

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 and Allie.

Storyteller artwork by vitalii.

Description by Reann Shepard.

Hairstyles by lovely Erin.

Companiondryad by Sir Van.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
583 Comments
Kaschey Apr 21 @ 8:24am 
@Rainoa, This has been kind of a feature from the very beginning. You need an extra patch to fix it.
Rainoa Apr 21 @ 6:56am 
anyone else have issue using the saplingchild gene in a custom race the children dont list the father? also children show as baseliner ?
Firesparq Apr 21 @ 5:08am 
@Black_Overlord @Duckpower2017
It's biological, at a rate of 0.01 per biological age year. Now I think the offset that this calculates is a multiplier of the psychic sensitivity value? (not 100% sure on this), but if I'm reading this right, over the course of 1000 years, you should eventually get 10x psychic sensitivity.
ashencone Apr 11 @ 11:36pm 
Is there any chance for you guys to make a Harbinger Tree based phytokin for anomaly?
Stim The One Apr 9 @ 7:13am 
I would also like to raise the possibility of putting down sapling children in planter boxes or such. That bare soil is ruining the look of my mountain base.
Rainoa Apr 7 @ 3:44pm 
i had that same issue for a while it happen sometime after highmates race or w/e they called had a update but idk if it was them for sure but i left them out of a new save build and i didnt have that issue anymore
Toaster Apr 7 @ 3:06pm 
I am playing 1.5 and the heads on the Poluxkin does not appear. Is there a fix for this or smth?
Sarg Bjornson  [author] Apr 6 @ 10:52am 
Yeah, the dead parents might be blocking the birth... I'll look into it, but can you please report it using the bug report form? I will forget otherwise
vassandor Apr 6 @ 10:33am 
I have a saplingchild that doesnt get birthed when the time runs out. Both of the parents are dead, which I think is the reason for this bug.
I also have it on a 1 tile stony soil the sea, because I play on a skerry with ocular forest and there was no soil to plant it, so I made one with the moisture pump and a bridge.
Rainoa Apr 5 @ 11:41am 
can we get a update that allows planting the baby into soil from mods that allow us to terraform ground into soil and or tilable planter boxes?