RimWorld

RimWorld

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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
96 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]
162 Comments
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!
Oskar Potocki  [author] Feb 22 @ 9:05am 
Sounds like a vanilla bug. It could potentially work exactly the same with Pollution Stimulus gene.
PerishSoftly Feb 22 @ 7:42am 
Noticed the following interaction:
If you create a Xenotype that includes a pollution mutation (Accuracy in this case), AND includes a means of tox immunity (not sure if total tox immune works, but it does with Total Anti-toxic lungs), AND you implant the xenotype into someone who is currently experiencing tox buildup...

The colonist will have their tox-mutation in an always-on state matching the tox buildup state they had prior to implantation. Don't know if this is intended.
Sarg Bjornson  [author] Feb 4 @ 3:21am 
Now you know why we say "don't do that" :)
Ashley Feb 4 @ 3:09am 
Hey, when I installed the whole pack at once of Vanilla expanded features, all the mods that were red because I required DLC I easily deleted, but a bunch of the extra "races" did not appear red, causing a lot of errors because it took a lot of time to figure out it was the race mods preventing my game from working I guess on your end you didn't tag them to require the DLC, figured I'd throw it out there it's just minor detail.
Sammich Jan 20 @ 9:57pm 
@Uhthis under normal circumstances, yes. there are some ways to manage it tho. you can use the biosculptor to handle lifespand reduction, as well as other fancy tech to manage the cancer and weakened immune system. or you could use a xenotype to override the instability gene with a weaker one, and offset the metabolic cost of the mutations with other genes. admittedly it is quite ironic the "belligerent filthy raiders" xenotype needs advanced technolgy to survive
Uhthis Dec 1, 2023 @ 1:29pm 
Wouldn't the progressive cell instability just... make it to where the xenotype would go extinct pretty much after a few generations?