RimWorld

RimWorld

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Obsidia Expansion - Arachnas Xenotype
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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1.959 MB
Jun 17, 2023 @ 6:23am
Aug 18 @ 1:07pm
21 Change Notes ( view )
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Obsidia Expansion - Arachnas Xenotype

In 2 collections by Lored
Obsidia Expansion - Legacy Collection
18 items
Chef’s Choice: Obsidia Collection
161 items
Description

The main innovation of the mod is the Arachna(Spider like) xenotypes, from the planet Obsidia.
Successful result of research to recreate and insertion of genes that imitating the powers of the divinity by the Crimson Arachna Cult. The main feature of the Arachna xenotype series is the presence of several pairs of additional arachna legs, which improve their movement and manipulation, a gland capable of releasing a dangerous neurotoxin, secreting a sticky web with which they can stun and slow down enemies. Arachnas are nocturnal, very aggressive, warlike but weak to temperature extremes and fire.
  • Widow Arachna - quite delicate, but deadly at long range combat and can be excellent psy-users. As a side effect, they gained an affinity for Crafting, but this cost them a large debuff at Animal, Plant, and Mining skills.
  • Wolf Arachna - the most deadly and dangerous, due to their increased aggressiveness, they are equally skilled in both melee and ranged combat, they also have the potential for psy-users. As a side effect, they gained an affinity for Arts, but this cost them a large debuff in Animal, Plant, and Medicine skills.
  • Goliath Arachna - the sturdiest and most furred, but slow and prefers melee combat, they also don't well psy-users. As a side effect, they gained an affinity for Building, but this cost them a large debuff in Animal, Plant, and Cooking skills.




In general, the mod adds:
  • Xenotypes: 3
  • Genes: 23

Q: Is this mod CE compatible?
A: Just like the core mod - Obsidia Expansion.

Q: Will this mod work on 1.0, 1.1 or another game version?
A: Mod only supports the versions stated in the description.

Q: Is this a completed mod?
A: Yes, in terms of content, the mod is complete. But support for the mod continues.

Q: Is this mod save game compatible?
A: Maybe. But due to the fact that the mod introduces a new xenotypes and genes, I still recommend using the mod with new saves.
Translation
  • English - included
  • Ukrainian - included
  • Russian - included
  • If you would like to translate this mod into your native language, I will be happy to help with this.
Special thanks
For excellent character illustration lns_owl Instagram[www.instagram.com] / Steam

[ko-fi.com]
Popular Discussions View All (2)
8
Jun 19 @ 8:47am
PINNED: Bug reports / Баг репорт
Lored
3
Sep 6, 2023 @ 9:48am
PINNED: Suggestions / Предложения
Lored
32 Comments
The Lord Pootis Nov 11 @ 8:51pm 
Mmmmh, maybe, I'll try testing it a bit further later. If it counts for anything It was a raider that did it to one of my mechs
Lored  [author] Nov 11 @ 8:48pm 
@The Lord Pootis That’s really strange. The code line <canTargetMechs>false</canTargetMechs> in the “venomous bite” ability actually says the opposite.
Maybe this problem comes from another mod?
The Lord Pootis Nov 11 @ 8:46pm 
The venemous gene ability lets pawns with is use it against mechanoids, giving them the neurotoxin infection which doesn't make much sense since it's a robot. If it's your own mechanoid being affected it'll also make the mechanitor constantly keep repairing it to no avail.
Lored  [author] Sep 23 @ 6:06pm 
@gunningminer69 Yes, all Obsdidia Expansio series mods work perfectly with other mods that add genes/xenotypes.
If the question is about will there be connections between mods? The answer is no. Mods will run in parallel without affecting or interfering with each other.
gunningminer69 Sep 23 @ 5:25pm 
Would this work with other gene mods? Like big and small?
Vlad Draculea Sep 15 @ 4:38am 
does webshoot ability spawn webs on the floors/walls?
Latex Santa Aug 11 @ 1:34pm 
@Lored
Ah, ok. I'll just have to make these factions myself with other mods, then.
Lored  [author] Aug 11 @ 12:45pm 
@Latex Santa No. All xenotypes from my mods are already integrated into the base game and some mods factions.
I don't want to overload the game with a large number of similar factions just for the sake of a couple of xenotypes.
Latex Santa Aug 11 @ 12:26pm 
@Lored
Could we get a faction of these beasties, please?
Lored  [author] Aug 10 @ 8:34am 
Starting today. Bug reports posted outside the proper thread will, unfortunately, be ignored.
Thanks for your understanding.