RimWorld

RimWorld

1,127 ratings
Vanilla Races Expanded - Waster
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Mod, 1.4, 1.5
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4.174 MB
Jun 1, 2023 @ 4:03am
Apr 19 @ 2:52am
5 Change Notes ( view )
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Vanilla Races Expanded - Waster

In 2 collections by Oskar Potocki
Vanilla Expanded
99 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 time, we have turned our attention to Wasters. I was never a fan of how little benefit there is of having wasters in your colony, and how high maintenance they are when it comes to supplying them with yayo.

The mod brings an innovative mutation system into play, ensuring every Waster you encounter is distinctively different. Not just this, you might even stumble upon several diverse types of Wasters, each grotesquely twisted and mutated more than the last.
Waster Mod adds a new dimension to the game with brand-new structure - burn barrel, which you can use to buff your wasters through the new pollution genes, or deploy around your base to spread pollution quickly and efficiently, offering intriguing gameplay dynamics around pollution and waste. It also introduces several new genes and mutation-specific genes, expanding the scope for character development and game strategies. The system ensures no two Wasters are identical, providing a uniquely challenging experience every time.



Vanilla Races Expanded - Wasters 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: How do mutations work?
A: Mutation is a random gene that turns into one of the predefined pollution related genes. They get passed down to offspring, meaning a child of two wasters will inherit all the mutations that their parents have - yes, you can make a super waster if you’re willing to selectively breed them.

Q: Do these genes appear in genepacks in the game?
A: They do! All the genes labelled as mutations are actually also normal genes that can be found or even selected at the start when designing a custom xenotype.

Q: What happens to existing Wasters?
A: They remain unchanged as the changes are not retroactive. They will not have the new genes.

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 have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: I think so. We’re not adding any new weapons.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Gaunt body by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
168 Comments
killer_bug 11 hours ago 
the world if raiders didnt randomly bash up burn barrels
4NGRY_K1TT3N 23 hours ago 
How dare that shriveled lump of a man flip me off!
ODevil Jul 9 @ 12:43am 
Aww, too bad.
Sarg Bjornson  [author] Jul 8 @ 11:10pm 
Yeah, those two genes won't work together. Asexual reproduction just makes a clone of the pawn
ODevil Jul 8 @ 3:43pm 
I have an issue with a xenotype I made: it has Progressive cell instability and reproduces with Alpha Gene's asexual fission, but the newborn doesn't get any levels of cell instability and is also categorized as a baseliner. Any way to fix that?
M Jun 19 @ 7:50pm 
That thumbnail artwork lol crazy :D also about generational instability, you'd think a mutation could 'fix' that at some point, a mutation to change that would be interesting. Or they just make new wasters from crossbreeds lol
犬走椛 May 8 @ 9:11pm 
@Greedy Mag Yeah I'd like to know that too since that's what I immediately thought when seeing this. For example it would make sense if a baseliner would die to toxicity but instead somehow mutates into waster etc. to create the 1st gen wasters
Greedy Mag Apr 27 @ 7:41pm 
Entirely lore related question: with the generational instability, how do they spread? at a certain point shouldn't they just die out? How do they perpetuate their existence in the wider space?
varialzzz Apr 20 @ 10:32am 
The way you make vanilla races actually enjoyable.. makes me wish Yttakin would get some love, especially with the stuipd naked speed -debuff-
operationbrick Mar 24 @ 3:41pm 
Nice work!