RimWorld

RimWorld

Plant Human
432 Comments
LingLuo  [author] Sep 19 @ 5:17pm 
@hsyzz523 哦,正如我多次在评论区所说,关闭上帝模式即可恢复常态
hsyzz523 Sep 18 @ 9:45am 
我种出了全副武装的己方古代士兵,这太奇怪了,请问它是bug吗
Paladin Sep 15 @ 11:58am 
You mean I can plant free organs? <3
[VME]SoundWave{soldier} Sep 14 @ 7:17pm 
How do I make the plant settler come out already "tamed" but still have nothing, without needing to use the op or administrator mode? Is there a configuration or can you add an xml configuration option in the game itself???? x2
我种出来了一千只龙娘.jpg
I planted 1000 dragonian.jpg
Entity Sep 12 @ 4:41am 
For the surname I would recommend to use the faction name, first name random, the same procedure when a child gets born, in combination of the skillset getting a teenager or adult, thsi I would make if a pawn progresses in age. Can be quite some management task.
LingLuo  [author] Sep 11 @ 6:14pm 
@Fèru Or @Entity
Good idea, perhaps we should make some adjustments to the appearance/background story of the units we plant. This operation was difficult to implement in the old version due to the lack of open interfaces. Perhaps making adjustments in the current version is a good choice
Fèru Or Sep 11 @ 11:04am 
I agree with entity that wildling spawns should have only one backstory. Born of the soil or plantborn or something like that. They should also only have basic skills, no burning passions. Maybe a little more skill with plants. It would also be cool to have the mod option to limit what species spawn. also their age should be 0.

great mod btw. it's really helpful getting past those really slow beginnings due to limited pawn recruitment availability. thank you for this mod

For people who want to find more people to recruit early on, I also recommend the vanilla outposts expanded mod. It has a border patrol outpost that captures enemy pawns that you can then recruit and a village that recruits tribals automatically.
Entity Sep 11 @ 5:23am 
Entity Sep 11 @ 5:13am 
There is some other mod that specialises on more complex genetic system as the normal biotech DLC stuff. Maybe interesting for that.

Mod:
Vanilla Genetics Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=2801160906&searchtext=genetics

Yes, thanks for the mod. Have a nice day!
Entity Sep 11 @ 5:13am 
I would like to have a non-random past selection/identity, like grown by hive plant. Some could feed the plant with genetic material so that it produced equal skill pawns. One genetic pattern, only one pawn style. One plant one genetic selection of victims I feed to it, as better the pawns get it creates in a specifc skill.

Also I don't like pawns that spawn with beards or or extremely long hair. I like them more like combine from Half Life. Insane would it be to only limit it to the features one feed to the plant, means brown eyes,you only get brown eyes, but I this is getting too big. Theoretically one maybe could use the reproduction method for that, this maybe woudl allow to expand it on xenotypes too.
Entity Sep 11 @ 5:13am 
I like the mod.

But I would prefer to first gain this seeds somewhere in the game world before use, maybe a quest triggering for it, without time limitation. At the moment it feels jsut like a cheat, not a mechanic

In some cave or failed experiment, lab. I don't like the single plant style, I prefer more a kind of hive plant that growth inside a whole room over time, like some plage.

If this plant would be natural, the humans are some kind of bait to pray for some bigger animals by the plant.

This plant could be some kind of partial plant progress, were the other part of the plant reporpses the humans, like Thorian from Mass Effect, mind control, only that they aren't husks, more like without identity.
LingLuo  [author] Sep 11 @ 1:47am 
Turn off God mode
@пан Кульочок @Vovka8
пан Кульочок Sep 11 @ 1:10am 
I have the same problem as Vovka8. I disabled all recruitment mods, but still get this.
Vovka8 Aug 24 @ 9:13pm 
For some reason, pawns from cocoons immediately come out in clothes with items and recruited.
I'm almost sure that this is because of my other mods, and I have no idea which ones.
LingLuo  [author] Aug 11 @ 9:26pm 
@aspendosia A special design, when you observe the last few digits of the definame of the mote produced by the plant, you will find that it corresponds to the defname of the kinddef
aspendosia Aug 11 @ 11:11am 
@LingLuo - I tried an edit, though I couldn't quite see PawnKindDef in the Plant_Base.xml file?? [Sorry if this is obvious, but XML editing is pretty much at the limit of my understanding but Def codes are beyond me]
unbreakablecrow32 Aug 10 @ 12:22pm 
while using the big and small bug races mod all of the wildlings come out saying they are a baseliner but very obviously and insect race. all with slightly different genes too
LingLuo  [author] Aug 10 @ 9:47am 
@Saber Maybe,打开开发者看下,可能是其他mod冲突了
Saber Aug 10 @ 8:16am 
这个Mod有什么冲突的其他mod吗,我收获成熟的植物后并没有出现野人,反而是游戏变卡了,我当前的Mod列表正常启动游戏后并无任何报错,不明白是哪里出问题了
[VME]SoundWave{soldier} Aug 8 @ 1:07pm 
How do I make the plant settler come out already "tamed" but still have nothing, without needing to use the op or administrator mode? Is there a configuration or can you add an xml configuration option in the game itself?
Latex Santa Aug 6 @ 8:03am 
@Peluceus Donmian
It sounds splendidly dystopian, I love it.
Thanks for sharing that with us.
LingLuo  [author] Aug 5 @ 2:22am 
@aspendosia The answer to both questions is the same: it can be modified by changing the Pawnkinddef pointed to in the XML. As for why I set it to adult by default: because it is "easy to use"
aspendosia Aug 5 @ 2:18am 
Love this mod - so many possibilities (!).

Two questions:
(1) do they always come out human? could there be a config added to add/trigger other races?
(2) do they always come out as adults? could there be a config so that babies are 'born' instead?
Peluceus Donmian Jul 28 @ 2:08am 
I am on 1.6 and have extensive mods installed, that's probably something on my end.
LingLuo  [author] Jul 27 @ 9:50am 
@Peluceus Donmian Did you use an incorrect version? I haven't been able to grow relatives since version 1.2
Peluceus Donmian Jul 26 @ 3:48am 
The wildlings all seem to have very intertwined relationships with other colonies and families, as normal humans do. Is this expected? I thought they were plant people
Peluceus Donmian Jul 25 @ 5:50pm 
I basically went matrix-fascio-snowpiercer on a field that I planted and cherrypicked some subjects to kidnap - and then the wild mfs I left behind starting fighting each other and ripping each other apart. My Odyssey is a bunch of cannibals, so it's a self-solving issue, but checking on the field and seeing the aftermath was surprising and traumatic 100/10
jojo_cat Jul 19 @ 6:45pm 
大佬的这个mod竟然及时更新了
SCH Jul 17 @ 5:09am 
6
Guarwo Jul 16 @ 7:48am 
Thanks for updating to 1.6 this mod it's amazing and needed.
木头心 Jul 14 @ 2:49am 
神人mod,感谢作者
Healthy Life Jul 11 @ 8:12am 
大佬,能加一个设置生成野人婴儿或者儿童的功能嘛
LingLuo  [author] Jul 9 @ 7:45pm 
Updated to Version 1.6
After this update, wildlings grown from planting will be in an anesthetized state.
Wildlings grown from planting will no longer exhibit mutant genes.
更新至1.6
本次更新后种植出的野人会处于麻醉状态
种植出的野人不再会出现异种基因
Funniest Jul 8 @ 12:29am 
1.6 please
XYM04689733 Jul 7 @ 8:48am 
1.6
[VME]SoundWave{soldier} Jun 29 @ 9:22am 
Could you set it up so that when it's farmed, it automatically joins your colony or something similar? It should have an options menu and the option to spawn with or without clothes.
47 Jun 20 @ 11:28am 
不知道为啥收货后没有出现人
groovybluedog Jun 10 @ 2:51pm 
Can't wait for planting newborns/kids!
Avalon9d May 30 @ 7:43am 
Thank you for such an amazing mod! It's truly a fantastic addition to the game.
If possible, I’d love to suggest a setting where we can choose which xenotype spawns from the plant — or perhaps have different plant variants for specific xenotypes. That would really help with growing the colony in a more controlled way. I personally prefer baseliners, but I often end up with other races instead 😅.

Once again, thank you for creating such an awesome mod!
Reed_33 May 15 @ 3:52pm 
а можно сделать настройки чтоб там вероятность подкрутить и время спавна и возраст както чтоб у меня не появлялось в моменте 50 диких аборигенов что начинают обчищать мои плантации сои
超级牛牛 May 3 @ 8:39pm 
我捏了个超人种族,种出来的人也会刷这个种族的,结果把我基地单刷了,呜呜呜。
iron side Mar 27 @ 9:00pm 
Thank you i completely over thought the problem and was messing with my load order to see if mods where somehow conflicting.
LingLuo  [author] Mar 27 @ 8:58pm 
@iron side
close godmode
iron side Mar 27 @ 5:50pm 
I have found a glitch some times when they are harvested they spawn as colonists and are wearing clothes/armor and weaponry.
LingLuo  [author] Mar 17 @ 12:35am 
@47 关闭上帝模式
47 Mar 15 @ 4:47am 
现在种出来的人有些会自动加入
牛啊 缺人解决
骑迹之弧 Dec 21, 2024 @ 7:49pm 
牛逼~牛逼这个mod太牛逼了~
就指着这个mod活着了~
要是能种出更多东西来就更好了~
比如野生的三点体形大绿皮?比如野生三体型大巨魔?比如三体形野生大只佬?比如三体形野生欧格林?
嚯哈哈哈~啊哈哈哈~
因为大就是强!强就是好!好就是爽!所以大就是爽!
嚯哈哈~