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Starei's Florian Xenotype
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Mod, 1.5
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5.496 MB
Aug 15, 2024 @ 9:01pm
Sep 12, 2024 @ 9:39pm
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Starei's Florian Xenotype

Description

Hey there!
After a few weeks of development, I'm glad to introduce you to Starei's Florian Xenotype.
This mod introduces a new xenotype with chlorophyll-green skin, named the Florian. Intended to be simple, lightweight, and as vanilla-style as possible.

With a genetic complexity of 15 and a metabolic efficiency of +1, the florian are a moderately complex xenotype. They possess endogenes; their genes are inherited through birth and as a result they can also produce hybrid offspring. Their most distinguishing features are their green skin and hair, alongside their remarkable aptitude in plant work. They have compounds in their skin which can convert small amounts of UV light into energy, which offers trivial stat boosts.
In-game description
"
Characterized by their chlorophyll-green skin, hair and pointed ears, florian descend from slaves that were engineered for plant work. They sport special compounds in their skin which gives them a small boost of energy when exposed to sunlight, and, combined with their profound plantwork skill, genetic optimism and tolerance to warmer climates, meant that they could work away under the hot summer sun for hours whilst their masters relaxed indoors.

However, as a result of their plant-like genetics, they also struggle in colder climates, are extra susceptible to toxic buildup, and they possess an intense genetic weakness to, and psychological fear of, fire.

Florian nowadays fulfill a variety of roles such as general laborers, eco-lifestyle actvists, drug farmers, nobles, and desert terraformers, whilst many others are still the subjects of slavery, much like their ancestors were.




5 genes may not seem like a lot of genes compared to other race mods, but I will reinforce my statement: this mod is intended to be lightweight. This isn't VRE: Sanguophages.
Anyways, the genes.



* Fun fact, this was originally going to be smokeleaf-impervious but I decided to make a last-minute decision and give them a simple ability instead.

* Due to the trivial impact of this gene, I made the decision to make this cost nothing. Essentially a net-positive.

* Optional. Blood will just be red if Vanilla Framework Expanded is not active.








Optional faction. Similar to other civil outlanders, but uses melee weapons a bit more, and should never be seen with incendiary weapons, considering how majority of the population is afraid of fire.
Slaver caravans are replaced by "fresh produce dealers" who, well, sell fresh produce like plant matter. Their other caravans should also avoid selling meat.
Faction ideology is simple; can only ever generate with Individualist and Nature Primacy, although most of the more extreme precepts (such as no automated turrets or mining) are blacklisted. They also never generate with any pro-slavery, organ-harvesting, or child labour precepts.

These are some questions I ask myself, because I know some of them will be frequently asked.
  • Q: Can you do a HAR version?
    A: No.

  • Q: Save-compatible?
    A: No.

  • Q: I thought RimWorld doesn't have aliens?
    A: It doesn't. These guys are genetically-modified humans, not aliens.

  • Q: What inspired the design for this race?
    A: PlantSims from The Sims.

  • Q: Why did you decide to make this so simple?
    A: Because I personally enjoy smaller xenotype mods that don't overwhelm you with mechanics. Not saying ones that do have a lot of mechanics are bad, I'm sure the people behind them put a lot of time and effort into them. I just prefer simpler and smaller mods.

  • Q: How'd you make the graphics?
    A: I used Figma[www.figma.com]! I've used it lots in the past so I know my way around it pretty decently.

  • Q: (X) feels overpowered. It's crazy!
    A: Crazy? I was crazy once. In all seriousness, if there's something you think needs tweaking, you're more than welcome to make a suggestion in the comments!

  • Q: Is this compatible with Combat Extended?
    A: Maybe? I'm not sure. Considering it's a simple xenotype mod, I'd say yes as I've tested it with CE. However, I'm not sure how CE handles abilities so I have no clue if the thistle burst ability would break. I tested it before I decided to implement the ability at the last minute.

  • Q: Where can I obtain them outside of colony creation and their own faction?
    A: I patched them into various PawnKinds. You can occasionally find them as slaves, space refugees, imperial labourers (albeit they will be bald), and even as the High Stellarch! They can also occasionally appear in logging and farming outposts if you have the Ideology DLC.

  • Q: How do these guys work as Sanguophages?
    A: They have a 1% chance to generate underneath one. However, their metabolic efficiency is at -6, so if you want to sustain one, you will need a lot of food (and tables).

  • Q: Something something Starbound
    A: This has nothing to do with Starbound

  • Q: How do I pronounce your name?
    A: Like "Sta-rai".

  • Starei (me!) - XML code, mod assets.
  • Vitalii - The amazing hero/storyteller artwork.
  • Oskar Potocki (and his team) - Vanilla Expanded Framework, which is what the Green Blood gene relies on to function.
  • Tynan Sylvester and Ludeon Studios - For making RimWorld, which is what this mod requires in order to function.
34 Comments
Valkyrie Mar 24 @ 12:12am 
I love plantfolks, and that anti-wet gene is simple and pleasing. I suspect I'll like that produce merchant, too.
unme96 Jan 23 @ 2:19pm 
fair same to me
Starei  [author] Jan 20 @ 6:59pm 
unme96 I'd love to again some time in future, but as of late I've been kind of burnt-out when it comes to RimWorld
unme96 Jan 20 @ 4:12pm 
can we please have more xenotypes from you?
Starei  [author] Jan 10 @ 6:20pm 
AZXDY thanks for the heads-up :)
I'll try and fix that soon. It seems that it's trying to patch something from Anomaly when you don't have the DLC. I must've left the patch as part of the base game patch folder, whoops.
AZXDY Jan 7 @ 5:29pm 
I'm getting this red error without any other mods active, I have all DLC except Anomaly

[Starei's Florian Xenotype] Patch operation Verse.PatchOperationAdd(/Defs/PawnKindDef[@Name="MutantBase"]/xenotypeSet/xenotypeChances) failed
file: /home/user/.steam/debian-installation/steamapps/common/RimWorld/Mods/Starei's Florian Xenotype/1.5/Patches/PawnKindPatch.xml
TOCTEP Nov 22, 2024 @ 2:07pm 
very beautiful art :WhiteWolfInterset:
Oddbase Sep 13, 2024 @ 2:53pm 
something something starbound
Starei  [author] Sep 12, 2024 @ 2:02pm 
RoboSpongie thanks for sharing! I'll check it out
RoboSpongie Sep 11, 2024 @ 11:15pm 
Been getting some red errors but other than that it works alright

[Starei's Florian Xenotype] Patch operation Verse.PatchOperationConditional(/Defs/ThoughtDef[defName="SoakingWet"]/nullifyingGenes) failed
file: C:\SteamLibrary\steamapps\workshop\content\294100\3310020641\1.5\Patches\SoakingWetPatch.xml

[Starei's Florian Xenotype - Start of stack trace]
Verse.PatchOperationAdd(xpath=""): '' is an invalid expression.
Verse.PatchOperationConditional(xpath=/Defs/ThoughtDef[defName="SoakingWet"]/nullifyingGenes): Error in <nomatch>
[End of stack trace]