RimWorld

RimWorld

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Big and Small - Lamias and other Snake-People
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Mod, 1.4, 1.5
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6.349 MB
Dec 28, 2022 @ 2:12am
Mar 29 @ 7:13am
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Big and Small - Lamias and other Snake-People

In 1 collection by RedMattis
Red's Workshop Mods
37 items
Description
Adds snake-like xenotypes, related genes, and optional factions for them.


Factions and Xenotypes

Viper Family
Viper Family is an ultra-tech criminal organisation. The many branches of the family have been bribing and making themselves useful enough to the right people within the empire to avoid outright hostilities, but on the Rim relations are shaky at best.

Outside of Rimworlds they are known for grand casinos, entertainment, and the ability to procure nearly anything for the right price. They also secretly deal in the likes of kidnappings and assassinations, for the right price. Away from prying eyes they run sketchy-but-advanced gene labs developing xenobeings for a variety of customers, the Empire itself included.

On the Rimworld they are a hostile menace to anyone who isn't their customers, but if you do manage to convince them that it is better to trade with your instead of robbing you, then they will offer a black-market flavoured inventory of what you might expect from the Empire.

When hostile the Vipers will launch raids clad in light power armour and often wielding the sort of highly-advanced weaponry the Empire is known for.


The Viper Faction often run dangerous projects and experiments. As enemies they will sometimes show up to test you with mechanoids, weird mutants, insectoids, or the like.

Lamia
Lamia are the most common snake-like xenohuman in employ by the Vipers. They often serve humble jobs as clerks, servants, and sometimes entertainers. What they are most known for is assassination, and they can produce lethal venom with which to kill their quarry. As far as their role in the former goes they are fairly competent, though their hot temper can easily cause them to blow their lid.

The rumours of actual baby-eating Lamias from old myths hiding among their ranks are probably not substantial. Probably.

Sirens
Sirens are arguably the most famous snakes from the Vipers. They almost exclusively serve entertainment in the form of singing and performance, the former which they are incredibly good at. They are all lab-bred, and most viper family bands have at least one or two around to listen to. The Viper family tends to aggressively pursue anyone who dares present a Siren to a stage they don't own or endorse.




The Snakeman Tribal Federation
This loose federation of various snakefolk of former enemies have united against their more dangerous common foes. They lack most of even the most simple tools, making even the Neanderthals look fairly advanced. They regard all outsiders with suspicion if not outright hostility, but they are sometimes willing to trade scavenged goods.

Pythonmen
The most common type of snakemen are Pythonmen who are mostly known for lunging a somewhat impressive distance at enemies from the bushes. In combat they tend to rapidly relocate using a series of short jumps.

Addermen
Addermen are the second most common, especially in cold environments. Addermen are venomous and can even spit a strange corrosive liquid at their foes.

Anacondamen
Finally there are the Anacondamen, who are large and very sleepy snakemen. Beyond their size they are also known to for springing at enemies from a truly impressive distance.

It is unknown where the snakemen came from, some believe they are xenohumans, others that they are uplifted snakes.


2024-12-06: heads have been improved been made even more cursed! Now uses new graphics and offsets! Unspeakable crimes against Rimworld art-standards...




Naga Faction something something naga name pending
Faction not yet implemented, but the xenotypes can sometimes be found in the world

Naga
Naga are said to be proud, tough, and mighty warriors.

Some outlander scientists state may have originally humans modified a long time ago in an effort to adapt them to acidic or swamp-like worlds.

Nagaraj
Nagaraj are ageless proud warriors who are sometimes believed to possess strange powers. In terms of appearance they are similar to Naga, but they typically have a more human-like head and torso.

Nagaraj are believed to have been created by an archotech on a world where the Nagaraj were worshipped as semi-divine beings. Some believe Naga may also originate from the same place.



Other
Gorgons


Snake-haired, golden-winged, and in mythology claimed to have been created by the titan Gaea to assist her sons the giants in their war against the gods. It is claimed they are immortal, but in reality they are merely sturdy.

The Empire claims they were created by an archotech, and while the Viper Family in particular is known to have a few among their ranks, their origins remain mysterious.




Genes
The mod adds several genes, though most only spawn on their related xenotypes. Here are two of them.








Dependencies & Recomendations
The Viper faction will use urbworld style equipment if you've got that mod enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2908039338

Consider using Xenotype Spawn Control if you wish to use fewer factions but still want the new xenohumans.




Credits
Phaneron for the gorgeous snake hair for Gorgons, as well as several of the icons.




Issues

No known bugs yet. Please report any issues you find.

See "Issues" section in the Big & Small Races dependency mod if the headsize of the slightly smaller/larger snakes look strange.

Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (6)
3
Apr 19 @ 7:54pm
Sticky acid spray extreme damage
Wraith_Magus
3
Apr 2 @ 12:19pm
Gorgon with no head and empty Portrait
Lycarno
2
May 30, 2024 @ 11:15pm
Swallow not working
Maximillionysis
336 Comments
Wraith_Magus Apr 19 @ 8:06am 
This isn't what I experienced, and I was writing up a report after reloading the saves I'd kept, but this became so long it was ridiculous to put it into a chain of a half a dozen comments, so I made a discussion thread, instead.
RedMattis  [author] Apr 19 @ 2:57am 
@Zike
Shouldn't be quite that much of a hit under normal circumstance, but the next version should be faster since it injects the render cache into the pawn object for the most performance critical functions.

@Wraith_Magus
Sticky Acid deals a base damage of 20. 0% armour pen. Can only hit external parts.

The vanilla one deals 30 with 80% armor pen, and will happily deal damage to your brain & heart.

Sticky acid applies 3% severity per damage dealt, so you end up with 60% severity (it the pawn hit is normal-sized). At 60% severity you will take about 30 damage. So assuming the pawn took full damage (no armour) they would take 20+30 damage.

Basically, less effective against anything with heat armor (lack of armour pen), less direct damage for insta-downing, but much better for attrition.

Iirc. you can tend the acid buildup hediff to make it go away faster.
Lord_Krogaton Apr 19 @ 2:06am 
tryed delete HAR, it helped
Lord_Krogaton Apr 19 @ 1:31am 
Hello, need a help with a bug: pawn with snake snoot gene or bug head(from your another mod) have pink box(missing texture) instead of normal head, if i try to change xenotype with character editor, i get error message below
https://pastebin.com/xScbayiC
Zike Apr 18 @ 5:30pm 
I'm getting drops in TPS whenever Adderman or Pythoman can be seen. A 50 or even 100 drop in some cases with just a few of them. Gets worse if there are a lot of them. Goes back to normal if I move the camera completely away from them or burn their corpses.

Not sure if this is happening just to these two since I have yet to encounter the others.
Wraith_Magus Apr 6 @ 5:33pm 
After playing it through, the 115% acid build-upped adderwoman actually survived the entire acid build up through the power of distributing damage to several different parts, although she took a grand total of 197% pain from it (plus 21% pain from a wolf bite), and the acid burned her entire tail off. On the other hand, there were at least four snake-people that died upon being downed from pain from the acid splash and still had 70% acid build-up to try to survive after that. Depending on the part burned, they do 9%-20% pain each, so downing by pain is inevitable from even "splash damage" that only causes 40% or so acid build-up. One acid spray managed to kill one ally with 105% acid build-up through pain downing, do 115% acid build-up on another that downed her, and then also hit and killed the wolf he was actually aiming at. So, basically, one sticky acid spray eliminated three creatures, even if two were friendly fire.
Wraith_Magus Apr 6 @ 3:45pm 
Further looking over the downed addermen, one took 87% pain and was downed from the IMMEDIATE damage of an acid spray friendly fire trying to attack one of my animals. That is, this is an AoE one-shot teamkill that also does another 70 damage over time afterwards. This "sticky acid spray" is WAY more powerful than the vanilla game's.
Wraith_Magus Apr 6 @ 3:14pm 
Looking at some of the downed addermen, they're at something like 115% acid build-up and have 7 acid burns of between 6 and 13 damage from getting hit by ONE other adderman's acid spray. Every 10% acid build-up seems to do another 7-ish points of damage over time, so that's over 100 damage to various body parts from a single attack. This wouldn't be so bad if you weren't so frequently outnumbered at even moderate wealth, (I had a raid of 9 of these snake tribals within the first year of the game,) AND they have a high speed AND small size so they're harder to shoot down before they get in range, AND their AoE attacks basically ignore cover. Baiting them into spraying each other by sending out sacrificial animals a couple at a time or letting them make your turrets explode in melee are some of the only good methods of keeping my colonists safe.
Wraith_Magus Apr 6 @ 3:14pm 
Also, I have to say I think you're really undervaluing the combat power of addermen. I just had a raid with 26 tribal snakepeople, including 15 addermen against a base with 5 combat-capable colonists, and basically only cheesing the AI made it possible for me to survive. (Fortunately, they're dumb enough to slather each other in acid and kill one another as they rush a mini-turret then stand there when the things explode...) Judging by the raid points, addermen only have a raid point cost of about 50? Meanwhile, while baseliner tribals all have a raid cost of like 45, the impid ones all have a cost of something like 75 just because of their fire spew. This custom sticky acid spray seems SIGNIFICANTLY more dangerous than the fire spew, honestly, as I've had colonists downed from the continuous damage of even one acid spray, and the blast is wide enough you can't really dodge it. (It does seem to reduce the amount of acid you take, though.)
Wraith_Magus Apr 6 @ 11:39am 
Something I've noticed with a lot of your Big and Small stuff is that everyone starts out hungry. Snake body genes give +3 total nutrition "capacity," but everyone who is spawned seems to spawn with .8 nutrition. This means that any new pawn spawns at something like 20% food need, which in turn means any time I have a raid, all the enemy snake-people start off starving and have to immediately pull out whatever food they have. This compounds with larger body types like sirens or broodmothers if they're there.