RimWorld

RimWorld

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Beast Man Tribes
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.451 MB
Aug 24, 2017 @ 11:44am
Jul 17 @ 11:24pm
36 Change Notes ( view )

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Beast Man Tribes

Description
No one knows if it was ancient pirates who crash landed and grew animal heads, or if it was the animals there that evolved human bodies. When the first colonists arrived at the newly terraformed jungles, they were dumbfounded at the sight of humans with the heads of animals walking out of the trees to greet them.

Beast Man Tribes adds 10 new playable races and tribal factions. It adds many more unique tribes to fight and trade with. Each new animal tribe starts out with a neutral relationship to the player colony. Its up to the player to create a relationship with each beast man tribe to take advantage of their special characteristics. Player tribes have a small chance of starting the game with a beast man.

Bear Men:
+ 10% Min Temp, + 10% Natural Armor
Camel Men:
+ 20% Max Temp, + 2% Move Speed
Elephant Men:
+ %10 Health, + 60 Years Avg Lifespan
Elk Men:
+ 10% Min Temp, + 2% Move Speed
Fox Men:
+ 10% Research, + 10% Max Temp
Gazelle Men:
+ 2% Movement Speed, + 10% Max Temp
Lynx Men:
+10% Min Temp, +10% Research
Pig Men:
+ 10% Mining Speed, + 10% Harvest Yield
Raccoon Men:
+10% Research, +10% Harvest Yield
Wolf Men:
+10% Min Temp, +10% Social Impact

Each beast man race tends to come with certain traits. For example, lynx men and fox men tend to be psychopaths who stay up all night, raccoon men and pig men are sometimes greedy or jealous, elk men can be good fighters who like to brawl against other men, elephant men often have annoying voices etc.

Beast Man Tribes works with surgery mods such as EPOE and RBSE.

Beast Man Tribes will be updated periodically. Let me know in the comments if you have any problems or suggestions.

Please remember to rate up if you enjoy the mod!

Requires Humanoid Alien Races 2.0: http://steamcommunity.com/sharedfiles/filedetails/?id=839005762

Popular Discussions View All (9)
8
Jul 12 @ 10:18am
i created a unified faction
ironstag
1
Mar 22, 2023 @ 10:40pm
Textures bug with the beastman heads.
makoaluveaux
2
Apr 4, 2020 @ 5:35am
Too many settlements
David Brent
673 Comments
Bubbles Aug 27 @ 9:07am 
Please re-do this for genes instead of making them baseliners. It throws gameplay off.
moss Jul 19 @ 1:20pm 
been using this for YEARS
Templar Fry Jul 14 @ 3:20pm 
The other mods have done everything I can think of. I like lizards/dragons and wouldn't mind them in this but others might.
Hey my team rules!  [author] Jul 14 @ 2:25pm 
I updated all the graphics to use shader masks, so we can actually have skin color mutations that look correct. I also fixed the issue where beast men were being tinted by melanin. Then I went ahead and added some color variations for a few of the beastmen so they have more individuality. Let me know if you have any thoughts on ways to make the mod better or if you have any issues.
Hey my team rules!  [author] Jul 12 @ 11:06pm 
@Paladin Val Just updated.
Templar Fry Jul 11 @ 1:40pm 
1.6?
Hey my team rules!  [author] May 17 @ 5:56pm 
@kronch Each pawn of that race.
kronch May 16 @ 2:16am 
Does this mod apply those buffs to the colony overall, if a good relationship is made with that particular tribe faction, or is it a buff to each pawn of that particular race?
PAL Apr 8 @ 7:32am 
do you have the better loading mod Issgramor? If so then take that off since I had that problem with the mousekin mod and taking it off worked