RimWorld

RimWorld

759 ratings
Plant Human
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
418.988 KB
Nov 23, 2018 @ 8:30am
Jul 9 @ 7:43pm
11 Change Notes ( view )

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Plant Human

Description
Start a human farm to trade with passing cannibals or pirates, feed your cannibal colony, feed your carnivores, harvest organs, create an army of expendable soldiers, or just increase the size of your colony quickly. The game play applications are endless!

- Wildling Cocoons are plants that can be sown in a growing zone.
- Once they mature, they can be harvested and will randomly produce either a wild man or wild woman.
- Wild men and women function in the expected ways.
(They are considered wildlife and will be listed in your Wildlife menu. Like any wild animal, you can hunt them or tame them. If you successfully tame them, they become part of your colony and function like all your other pawns. If you hunt and kill them, they will be taken to whatever spot you have assigned for human corpses. Alternately, you can arrest them, at which point they function like any other prisoner. Recruit them, execute them, harvest their organs, etc.)

Safe to add and remove from existing saves.
(Delete any existing cocoons before removing the mod.)
Dependancies: None

This Mod is released under the MIT protocol

update content
The planted creatures will no longer have abnormal kinship (will not plant their own family...)
The planted creature will not have old wounds (and any other hediff)

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.
Popular Discussions View All (4)
4
Dec 16, 2020 @ 4:20pm
Children and Non-human Meat?
Fuyuno
5
Feb 14, 2020 @ 7:47pm
Planting orks like in warhammer 40k
Im the Wulf
1
Sep 23, 2021 @ 2:05am
Request for free steam link
LaGallinaTuruleta
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