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RimWorld

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Reese's Avali Race
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Mod, 1.5, 1.6
File Size
Posted
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8.565 MB
Mar 22 @ 8:41am
Jul 2 @ 9:21am
4 Change Notes ( view )
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Reese's Avali Race

In 1 collection by StockSounds
Reese's Creations
7 items
Description
I wasn't satisfied with any of the Avali mods that are currently out there, and all the ones that look cool aren't updated for 1.5, so I got done sitting around with Biotech Avali and basically made Biotech Avali 2.

So of course, much credit to Biotech Avali for inspiring this mod, a little bit of the art used (or at least being where I got it from), and for not being quite what I was looking for, which motivated me to do it myself. Initially I had just planned to make a patch for the fork of this mod that would make it so I can use Avali without settling in an iceberg.

What to expect
Avali are a race of bird-like aliens from the frozen planet Avalon. Their main government is the Illuminate, which has been added as a faction for those who want some avali presence in their world the easy way.

The mod itself isn't that rich in content, just a new race, faction, genes, linkable, and material. I had originally planned to add armor and weapons, but I was honestly just done with it all by that point.

That linkable I mentioned is the Nanoloom, unlocked with Advanced Fabrication, and I'm open to feedback on this one. It nearly doubles the efficiency of the electric tailoring bench and fabrication bench, and this was mostly added for me, because I thought they were both a bit slower than they should be at maxxed tech considering how often you're using them. If anything feels wrong with this system, like it's way too powerful or too easy to obtain, just tell me, because I don't know.
 
The biggest change from Biotech Avali is turning the faction from a typical rough union to a more accurate portrayal.
Ideology integrations were made with VFE Ancients, VIE Memes, and Alpha Memes to make their culture appropriately complex and true to form. That was my main gripe with Biotech Avali, that the faction was just the rough pigs but as avali instead of the rich culture that they're known and loved for.
Additionally, you'll find a lot of mechanoids as their fighting force, to show how advanced they are. Not in their faction bases though, that gives a repeating error.

Also, fair warning,
I added some Royalty compatibility, but I didn't have that DLC at the time of testing this, so until further notice it might be wonky, nothing reported as broken though.

Questions
Q: Combat Extended?
A: I didn't even add any weapons, and if I did, I wouldn't make compatibility for Combat Extended, so I don't know.

Q: Avali have much lower temperature tolerance than this.
A: I simplified the temperature needs because I really just wanted to play with the funny featherers xenotype, I didn't want to have to give them their own workspaces with better temperature requirements until I could produce armor to make them handle it. And then I'd also have the problem of raiders getting heatstroke.

Q: There's no aliens in Rimworld./Why isn't this a HAR mod?/Xenotypes are meant to be modified humans.
A: To be honest, I've never really used the HAR system, especially not to produce my own races. I also just like the Biotech system. If you don't want aliens, probably don't install them.
If anyone knows how HAR works around here, do feel free to convert this to that if you want to.

Q: What if I don't want the overpowered linkable?
A: Feel free to remove it with the Cherry Picker mod.

Please do enjoy!
34 Comments
StockSounds  [author] Jul 13 @ 6:22am 
Well, I dunno, I made sure it was purple.
It's using something from Vanilla Expanded Framework, so you should see if it also applies to Alpha Genes.
Nexeron Jul 13 @ 5:05am 
Nice mod! Thank you! I do realise that the blood is not always purple. Often its red instead
shob Jul 7 @ 10:28pm 
more races for my nomadic pirate horde colony? splendid
IceStorm Jul 6 @ 11:05am 
@Lemon caro The mod doesn't need CE capability if it doesn't have any guns or armor, which it doesn't, genes would work fine as is.
StockSounds  [author] Jul 6 @ 10:09am 
I still don't know how CE works. Right there in the QnA.
Lemon caro Jul 6 @ 10:03am 
is at least the faction CE compatible?
IceStorm Jul 4 @ 1:27pm 
Thanks for making this mod, honestly nice to have a proper avali species that works with biotech for once.
StockSounds  [author] Jul 2 @ 9:25am 
A new small update, I noticed some code was already in 1.6 for Odyssey, regarding whether or not a faction can go to orbit. So of course I added it, meaning that this mod will (probably) work right off the release of the DLC.
StockSounds  [author] Jun 30 @ 7:56am 
1.6 minor update
- Removed support for VFE - Ancients. Isolationism meme is now in VIE - Memes and Structures, so it is still available.
- Biotech is now listed as a requirement in About.xml.
KILLERS EZ 2 PLAY Jun 25 @ 11:50pm 
Bad ass, I remember playing as Avalis in Starbound.