RimWorld

RimWorld

88 ratings
[AV] Ancient Spacer Xenos
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
1.334 MB
May 7, 2024 @ 8:01am
Jun 11 @ 11:07am
16 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[AV] Ancient Spacer Xenos

In 1 collection by Veltaris
[AV] Mods made by Veltaris
13 items
Description
Adds 2 new Xenotypes, one specialized for beeing a mechanitor, the other for beeing a slave.
Includes new unique genes to make that possible.
‘Ancient’ refers to the first space-faring humans and not to any ominous beings.

Both xenotypes have their own tragic history and their genes reflect this.
They may be considered offensive by some.
You have been warned.



Added xenotype: Slavant
In the early stages of space settlement, the large corporations needed a cheap, compliant, reliable and easily expandable laborforce. This led to illegal genetic experiments that produced the first Slavants.
They are obedient and don't consume a lot of food, which made them useful for most worker tasks.
To completly control birthrates, they were deprived of the ability to bear male offspring, instead children of Slavants will always be clones genewise of their mother.
Though some activists tried to free the Slavants, this rarely worked out and mostly just led to the Slavants changing masters. Nowadays, most people see a Slavant as a cheap knock-off of the Highmate.








The broodmother gene is adjustable in the settings. Allow inheriting of archite genes, turn the genderlock off, or adjust the pregnancy time multiplier - completly your choice.






Added xenotype: Broodspawn
This is a xenotype only in name. Each offspring of the broodmother-gene which is not a slavant will get this name.
(The game would otherwise call them baseliner...)

Added xenotype: Oucient
In the early stages of space settlement, basliner humans were sent on long flights to distant stars with the goal of exploring and spreading humankind even further.
With low-tech spaceship engines, this endeavor took dozens of generations, accompanied by many problems along the way, whether technical or human.
When they finally arrived at their destination, most of the places were already taken.
Technology had advanced so much that their goal was alread achieved by others.
Unable to adapt, most of the early settlers remained in their spaceships, turning them into mobile space stations or earning their living as orbital traders.




Pawns with the mechlink adaption gene have a low chance to start with a mechlink or a basic mechlink (with [AV] Mechtech). The chance can be adjusted or turned off in the settings.









When used with [AV] Mechtech :



Genes don't define who the pawn is
I've put some effort into allowing more personality with the added genes.
Depending on passions or psychic-sensitiviy some genes work differently.



Inbuild mod ineractions with:
[AV] Mechtech

Known incompatability

Minor incompatability:
Useful Terror - Harmless error when trying to check the slave rebellion interval on a slave with the very submissive gene, can't fix it on my end

Is this mod safe to add to an ongoing save?
Yes.

Is this mod safe to remove from an ongoing save?
No (like all gene/xenotype adding mods).



Where can I find those xenotypes?
As per mod name, the xenos are likely to appear in both vanilla ancient factions.
In addition they can be generated from quests or events and Slavants have a good chance to appear as stock for slave traders.
The increased chance for slavers or ancient factions can be turned on/off in the settings.

I have found a bug!
Please post them in the pinned discussion for bugs.

I have feedback or ideas for changes!
Please post them in the pinned discussion for feedback.


Me, myself and I.
The character in the preview image was made with the help of AI.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Popular Discussions View All (2)
3
Feb 9 @ 3:18am
PINNED: Feedback & ideas
Veltaris
0
May 7, 2024 @ 8:14am
PINNED: bug reports
Veltaris
38 Comments
moonstar67ppm Jun 11 @ 1:14pm 
thanks buddy. for now i can only promise a dark geeky humor story in brutal survivalist world on rimworld sector :)
Veltaris  [author] Jun 11 @ 11:11am 
@moonstar67ppm
Sure, I would like to see what you come up with when its ready :D

@Joren
Thanks, fixed.
moonstar67ppm Jun 11 @ 9:45am 
hey cool mod. been playing with it for long time now. i was laid off and currently am writing a free fanfic novel about rimwold adventure. can use this slavant as part of it?
Joren Jun 7 @ 9:30am 
The in-game description of the Oucient says "stayed to long in outer space", but it should be "stayed too long in outer space".
Veltaris  [author] Jan 10 @ 9:17am 
@Kamisato Ayato
It works perfectly for me.
The part that triggers your error just asks if the character is able to fight, is drafted, or is currently in combat. I don't really know how anything there could still be null.
Anyway, I added a few more null pointer catches, but that combats the symptoms rather than the problem.
I think something in your modlist might be breaking the pawns and my mod is just showing you a symptom.
Let me know if that change at least removed that error for you.
Kamisato Ayato Jan 9 @ 8:39pm 
This error gets spammed whenever there is a slavant on the map it seems. A wild one was on my map and this error would not stop. Escape instinct gene bug it seems. I do play with 200ish mods so it could just be a conflict as well. Every second the error happens and it slows down the game a bit spamming the logs.

Exception while recalculating AV_Thought_Gene_EscapeInstinct thought state for pawn Phil: System.NullReferenceException: Object reference not set to an instance of an object
at AV_Xenos.ThoughtWorker_EscapeInstinct.CurrentStateInternal (Verse.Pawn pawn) [0x0009b] in <87200279860146fe813a70e59f3e243b>:0
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00010] in <69945a8ed6c540cf90b578de735e0605>:0
at (wrapper dynamic-method)

theres more to the error but character limit prevents the whole thing.
Veltaris  [author] Nov 12, 2024 @ 5:22pm 
@PHCGamer
I totally forgot about slavery precepts. I have added your suggestion.
PHCGamer Nov 8, 2024 @ 10:56am 
Any chance of neutralizing the submissive gene's debuff for not being enslaved if the pawn with the gene is part of an ideoligion forbidding slavery?
AVNlover67 Oct 27, 2024 @ 11:28pm 
Dang.