RimWorld

RimWorld

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Karmi's Factions - Newworld
   
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Mod, 1.4, 1.5
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887.414 KB
Jul 26, 2024 @ 12:32pm
Aug 3, 2024 @ 4:10pm
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Karmi's Factions - Newworld

In 1 collection by Karmdal
Karmi's Mods
6 items
Description
This is the second module of a Xenotype Factions mod i've been working on since early april, many people helped me achieve this, and i thank them all.



This mod aims to achieve more xenotype diversity throughout your runs, with 3 new factions and a whopping 15 new xenotypes!
All the factions in this mod have modern technology and above, hence the name Newworld.




The Pirate faction has various xenotypes who are social outcasts.


*The Leecehr requires no food to live, so this value is merely cosmetic


They're coming to steal your left sock!



The Industrial faction has many xenotypes which require Wake-up or Go-juice.




A stash of gold and wake up you said?



The Spacer faction loves exploring new Rimworlds, and leaving their print there.




They come with an explosive punch... The explosive punch of democracy!

Q&A:

Q1: Why so many xenotypes?
A1: I like variety.

Q2: Why do you use mods like Alpha Genes for cosmetics??
A2: I don't know how to do vector art yet, i plan to eventually replace them with my own art.

Q3: CE compatible?
A3: Maybe? i don't see why not.

Q4: Safe to add mid-save?
A4: Yup

Q5: Safe to remove mid save..?
A5: Probably not.


Special Thanks to my testers Kura, Wawa, and everyone who helped me get to this point!
16 Comments
Karmdal  [author] Jul 31 @ 7:05pm 
Sup Latex Santa, i dont play videogames nor i do modding no more, so i wont be updating this mod anymore, if you find it workds for 1.6 report it here so people can know.
Latex Santa Jul 25 @ 7:42am 
@Karmdal
Could we get an update to the faction mods?
SuperBoyOk Aug 17, 2024 @ 2:57am 
@Karmdal
"Vanilla Psycast Expanded - Biotech Integration" + "Psycaster Genes Spawner"
are mods which allow you to apply specific psycasts to certain genes, allowing certain xenotypes to innately wield psycasts. Look into it, if you wanted to add some spice to your xenotypes.
Karmdal  [author] Aug 1, 2024 @ 1:07pm 
@Roque the Rogue i feel i would be left shorthanded, as most of these would just be copies of the empire, i can't make psycasts appear naturally with my current knowledge, and it would feel pretty stagnant ):
Roque the Rogue Jul 31, 2024 @ 8:44pm 
I want to see your take on the Imperial Houses of the Shattered Empire, I bet it can get very varied, the various psychic families, pet/toy xenotype servants, military focused hussar houses and so on
Karmdal  [author] Jul 30, 2024 @ 4:46pm 
@Nesano the mod wouldn't be able to load, as it requires biotech.
Nesano Jul 30, 2024 @ 4:24pm 
What happens when you put this in an already-in-progress no-DLC save?
Karmdal  [author] Jul 30, 2024 @ 11:06am 
Thank you so much for reviewing my mod Kingall, love your videos.
kingallhobos Jul 30, 2024 @ 10:19am 
Spotted this mod and wondered whether something that adds so many xenotypes can actually fit into your playthroughs? The answer is yes.
Proof? I have reviewed it.

https://youtu.be/DYIn-7F9iNA?si=7pyYa1toO3t8Ii9J

A great faction/xenotype mod here, couple of small improvements and this will be literally sublime.
Good job!
A29 Jul 27, 2024 @ 11:00am 
confirmed ce compatability - wawa