RimWorld

RimWorld

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Vanilla Races Expanded - Genie
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Mod, 1.4, 1.5, 1.6
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3.033 MB
Dec 13, 2022 @ 10:57am
Jul 8 @ 8:21am
5 Change Notes ( view )
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Vanilla Races Expanded - Genie

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



WARNING: This mod will make your game harder. Because of that, it might not be a mod for you. Please read the description and make your decision then.

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 ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod expands on a xenotype of Genies with brand new genes that are aimed at making this xenotype feel more rewarding to play with, but also adding a new layer of difficulty. Because of that, this might not be a mod for everyone.

Designed to be engineers, genies’ delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.

Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.



Vanilla Races Expanded - Genie adds following mechanics to the base game:














[forms.gle]



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

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

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: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

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: Will this mod affect existing genies?
A: No, it will only affect newly generated genies.

Q: Why did you add antibiotics? It’s bloat!
A: The way the genes are designed, without a way to provide genies with some sort of immunity system, they’d be unplayable. You’re allowed to dislike the fact that antibiotics are a part of this mod, but at the end of the day I decided they are an optimal solution to make the mod better.

Q: How do antibiotics work, exactly?
A: Antibiotics have different effect based on what’s the ImmunityGainSpeed of the person consuming them. For Genies, which lack any sort of immunity, they will provide a flat bonus of +100% immunity gain speed. Not a modifier - a fixed buff. For other pawns the bonuses will vary, and pawns with better than normal ImmunityGainSpeed might receive no effects at all.

Q: Why antibiotics addiction makes pawns resist the effect?
A: Well, because this is how the game system works, and we didn’t want to make antibiotics a new meta. Use them sparingly to save life, don’t pop them all the time like sugar pills.

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 are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]

196 Comments
A Terrible Modder Jul 17 @ 11:16pm 
weirdly enough its just this one guy bleeding blue blood (even showing blue blood instead of red blood on the untreated wounds in the medical tab)
A Terrible Modder Jul 17 @ 11:10pm 
so er, my baseliner colonist is bleeding the blue blood added by this mod and i have no idea why
Lor Jul 17 @ 7:42am 
@Sarg Bjornson Ah yes thank you I've used them since and they work brilliantly. Small price to pay for such useful colonists.
Oskar Potocki  [author] Jul 17 @ 3:14am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Sarg Bjornson  [author] Jul 16 @ 10:17pm 
Genies get 120% or so with antibiotics
Lor Jul 16 @ 2:25pm 
Am I reading this correctly, so even with antibiotics the Genie only has a 20% immunity gain? This means even with antibiotics they still need high quality medicine and a great doctor just to survive any illness? I could completely understand it being slower, but I'd estimate anything under an 80% successful tend is going to fail to keep up with the illness?

I'm not arguing with the antibiotic requirement I actually think it's a good idea it just seems too much. If the antibiotics gave +25% or something that'd make more sense.
De Parapluman Jul 12 @ 8:23am 
@lady Vykeen, invisible genies might be due to gradient hair it can render bald pawns invisible. I made a fix ages ago, havent played in ages but it might still work.
pyr0kid Jun 17 @ 3:01am 
yo i just wanted to say thanks for all the mods
Sarg Bjornson  [author] Jun 15 @ 9:29am 
Not a bug, but ok
Blueo Jun 15 @ 8:47am 
when you update to 1.6 pls fix the blood crawl color bug too