RimWorld

RimWorld

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Vanilla Races Expanded - Fungoid
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Mod, 1.4, 1.5
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3.279 MB
Sep 28, 2023 @ 11:49am
Apr 2 @ 7:30am
6 Change Notes ( view )
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Vanilla Races Expanded - Fungoid

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 of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

The Fungoids are a new archite-dependent rare xenotype, inspired by the eerie depictions of zombies but with a distinctive RimWorld twist. Initially capable of rational thought, these genetically-engineered beings gradually lose their mental sharpness while their physical prowess escalates.

Delve into the lore of Fungoids, initially conceived as a military project to combat the Insectoid menace. Explore a vast array of unique genes! Immerse in the genetic diversity with new genes like Mind Coalescence, Gene Infector, Fungal Crest, and many more, each with unique effects and mechanics.

Experience the suspense and danger of the new Ship Part Crash event, where a fungoid ship crashes, unleashing a potential threat upon your colony.

The mod is laden with new items, mechanics, and a detailed narrative on how the fungoids interact with the world, their infection abilities, and their evolving physical and mental attributes.

Embark on a journey of genetic exploration and face the ancient threats that lurk within the cosmos. Watch as your favourite colonists turn into mutated fungal monstrosities, as they slowly succumb to husks of their former self.



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
























Mad Skills will overwrite our patches regarding skill loss

[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: How do I get my own fungoids?
A: There is no other way that waiting for the fungoid ship to crash, and then letting one of your colonists be infected. Simply don’t treat the infection, and your colonist will turn into a fungoid!

Q: What happens to existing xenotypes when colonists become fungoids?
A: They turn into endogenes! This means that a fungoid hussar will retain some hussar attributes!

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: Why are fungoids not zombies?
A: Fungoids are our own twist on a mutating virus. They were never meant to be a swarm of mindless husks that groan, moan and die to headshots. We want them to be stronger, more impactful and truly dangerous in numbers greater than 1.

Q: How do colonists become fungoids?
A: They need to be hit by a fungoid in melee. This will apply the Xenotype infection.

Q: Can I install the Gene infector gene on anyone?
A: Yes! And even better - it will change infected people into whatever xenotype infected them. Yes, you can make a catgirl that infects people and turns them into catgirls.

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.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
36
9 hours ago
PINNED: Suggestions
Sarg Bjornson
329 Comments
Rectal Clamp May 14 @ 1:38pm 
it would appear he used Igor and a custom faction to make it happen
Oskar Potocki  [author] May 14 @ 3:27am 
Nope, No idea, must be some other mod maybe?
Rectal Clamp May 13 @ 3:00pm 
so i watched the mushroom madness videos with this mod and I wanted a similar vibe. is it the story teller that makes them constantly be attacking or am I missing something?
Minakura May 9 @ 10:22pm 
I don't think this is really a bug as the red word appears usually only when I try to create a quick new game by dev. mode, but maybe I'm wrong. The reason why I think this mod may be the issue is that I can only find "canapplyselftookthoughts" in this mod's code.

Could not find player faction.
error while notifying ideos of a historyevent: system.nullreferenceexception: object reference not set to an instance of an object [ref 2814bf48] at rimworld.ideoutility.notify_historyevent (rimworld.historyevent ev, system.boolean canapplyselftookthoughts) [0x0012b] in <957a20e0be784a65bc32cf449445b937>:0 at rimworld.historyeventsmanager.recordevent (rimworld.historyevent historyevent, system.boolean canapplyselftookthoughts) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
Sarg Bjornson  [author] May 6 @ 4:36am 
Oskar helped a liiiiiittle bit
ManicMillennial May 6 @ 4:12am 
I love your work Sarg! You are so, so, great!
Sarg Bjornson  [author] May 3 @ 7:54am 
But that's OK! That's why the genes area available to make your own custom xenotypes :)
Gerewoatle May 3 @ 7:52am 
I think some people just really want this mod to be something it was never actually intended to be.
Sarg Bjornson  [author] May 3 @ 6:54am 
Why are your colonists having breakfast with a twisted, horrible fungal monster?
Lokiamis May 3 @ 6:53am 
100% chance to vomit upon social interaction with a fungoid is excessive. The same person can throw up multiple times while having breakfast with one. Should be a lower chance. My colony is covered in puke with just one fungoid recruited.