RimWorld

RimWorld

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Vanilla Races Expanded - Starjack
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Mod, 1.6
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Jul 22 @ 9:18am
Aug 30 @ 12:25pm
4 Change Notes ( view )
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Vanilla Races Expanded - Starjack

In 1 collection by Oskar Potocki
Vanilla Expanded
111 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.

In Vanilla Races Expanded – Starjack, we're expanding the Starjack xenotype into a fully space-adapted species. Originally built for life in zero gravity, Starjacks now come with new genes, unique abilities, and a deeper identity as orbital specialists who struggle on planetary surfaces.

A major addition is the Astrogene system - genes that only activate in space. Each Starjack gets two randomized astrogenes, offering powerful but situational bonuses without affecting surface gameplay balance.

We've also added new genes like Vacuum-Impervious, Cryostasis, Vacuum Efficiency, and Spacejump Tail, as well as several Oxygen Sensitivity traits that make planetary life increasingly hazardous. These changes reinforce the Starjacks' role as elite voidborn workers, pilots, and explorers, perfectly suited for gravships and deep-space survival.

The mod requires Odyssey DLC.



Vanilla Races Expanded - Starjacks adds following content to the game:















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Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will this mod work without Odyssey DLC?
A: No, since the mod changes a xenotype added by the Odyssey DLC.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Can I prevent starjacks from suffering from oxygen sensitivity?
A: Easily. They just need to wear any apparel that provides at least 80% vacuum resistance.

Q: Will this mod affect existing starjacks?
A: No, it will not affect starjacks that already exist. Only newly spawned starjacks will be affected.

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: Will starjacks suffer from oxygen sensitivity onboard a gravship in orbit?
A: No. Oxygen sensitivity only affects them on surface. The artificial atmosphere of the gravship can probably be changed (particularly the oxygen level) to satisfy both starjacks and normal xenotypes. It’s just on the surface there’s no way to do that, so the amount of oxygen in the air makes them suffer.

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 don’t like the way you changed starjacks.
A: I think the changes really make them shine as a space xenotype that rarely goes down to the surface, and only in protective gear. I think the way starjacks were originally designed was a bit too safe.

Q: Can I have my starjacks have more or less astrogenes?
A: Yes, mod options will allow you to set the desired number of astrogenes to anything between 0 and 5. Default is 2.

Q: Do astrogenes count towards metabolic efficiency and complexity?
A: They do not! They are free genes, but only work in space!

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.



Graphics and mod design by Oskar Potocki.

Code work by Sarg Bjornson.

Storyteller artwork by vitalii.

Screenshots by Reel.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
237 Comments
kretep Nov 28 @ 8:05am 
I have noticed a unintended interaction between this mod and VRE- Lyacynthropes.
I got pawn that is both a starjack (Xenogenes) and a Wolfman (Endogenes). Each time he transforms, his starjack genes duplicated and he also gets additional Astrogenes. The metabolic efficiency hit of the duplicated genes applies for each gene. Do you need this Hugslib-log that you have mentioned in other comments and if yes, then how can I access it and make it availible?
Miss Bonafide Nov 26 @ 2:02pm 
I guess this wasn't the best VRE mod to make this comment on. I was mostly referring to your unique xenotypes like Fungoids and Phytokin, but after having a second look of their mod pages, I think the zoomed in preview images are enough.
Oskar Potocki  [author] Nov 26 @ 1:31pm 
Here's a pawn but white.

Here's a pawn but blue.

Visually, there's not much to show. Many xenotypes are not flashy. Many look the same in base game as they do with our mod. Most of the genes are not visual - they alter behavior, not look.

We do show the hero image (the big character art) depicting the xenotype. No need to also show a small little pawn graphic.
Miss Bonafide Nov 26 @ 7:58am 
Why don't you ever show close up images of the xenotypes in your descriptions? Sorry if this question sounds rude in some way, I'm not trying to be. I'm just genuinely curious bc you guys always put so much effort in your descriptions it just seems like such a bizarre overlooked detail.
Tookatee Nov 24 @ 8:06pm 
In case it helps anyone decide to download and play this mod, or they just want try a new, different playthrough with Starjacks, I've released two patches for this mod.

One removes the oxygen sensitivity genes: https://steamcommunity.com/sharedfiles/filedetails/?id=3611998713

And the other reverts the Vacuum Efficiency gene back to the vanilla Low gravity adapted gene: https://steamcommunity.com/sharedfiles/filedetails/?id=3611999360
Enders souls Nov 14 @ 8:01am 
will you ever try to change how the images are displayed as we in the UK cant see any of the images do to Imgur blocking us fully instead of just blocking nsfw from us i love your mods but its hard to remember which is best for my current playthough when i cant rerefrence what they do before hand i really hope you can fix the image issue please and before anyone mentions VPN's they dont seem to work properly which is quite annoying
gunns22 Nov 1 @ 9:44am 
Cool looking mod. Didn't get to test it out because of some incompatibility with something in the third quarter of my modpack. I'll post a proper bug report, LOG and all, when I finally get off my arse and find the conflict properly.
Reestock Oct 31 @ 6:38am 
I ain't ever read anything legal in my life, but I understand now.
Oskar Potocki  [author] Oct 31 @ 4:26am 
No, I told you through the inclusion of the license in the mod description - and if you checked it earlier, you'd know earlier.

All of our mods have their source available on GitHub, which means you can see how we did things and learn from it. 'Borrowing' some code, or copying it, is theft.