RimWorld

RimWorld

Vanilla Expanded
Tactical Drongo 22. Okt. 2022 um 14:15
1
Xenotype / Gene Wishlist
I just take a wild guess and say that 'Vanilla Xenotypes Expanded' is just around the corner, so lets gather ideas for what might be in there :D

Genes:
-More Natural Weapons (Claws, Jaw Attacks, poison attacks)
-More improved organs (theres lot what can be done with implants, but genetically enhanced hearing or the like should be easy to add)
-more 'Bad' organs (we have bad eyes, how about bad hearing or only a second rate....liver?)
-more animal parts (with and without effect - I am sure there are people interested in alternatives to a pig nose)
-More cosmetics: Tusks, alternative ears/jaws/head shapes
-Werewolves? we got vampires already...

Xenotypes
I admit its too late for me to think of anything original but I am looking forward to other peoples ideas that they think would fit VE

Other:
-Use the xenotypes in VE factions! they are currently all a 100% baseliner, I would love to see a little diversity
-Custom Factions: We can make out own xenotypes, but there will be only a hand full of them around normally, something to add custom factions would be neat - if someone wants to build barbarian space orks, why should they be the only group of them around?
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I love reading these and seeing how many have actually been implemented, coincidence or not. Highmates having their submissive genes, fungoids gene infecting, saurids with their claws. This is awesome ♥♥♥♥♥♥♥♥.

Resource xenotypes. Like a xenotype that can have wool harvested from it.

Also xenotypes based on vanilla animals. It kinda makes sense that genes yoinked from animals have been used to genetically modify people. There can even be a "artificial" vs "naturalised" variant of each, being the version that was made with a purpose vs what's come to be independently through natural selection, reproduction and mutation of the artificial version since its initial creation (or was simply made with colonising of harsh and wild places in mind).

Example: Muffman, the muffalo xenotype
- Should probably have a better name.

Artificial variant:
The first muffman were made to live and work in clothing and textiles factories and workshops, using wool from their own bodies as a source of material. The high value of their clothing made it easy to afford the large amounts of food needed to prevent them from starving.
- Harvestable muffalo wool. The gene for this maybe gives a small armour boost, but more significantly cold resistance.
- Good crafting. Was made to make clothing from its own wool.
- Naturally kind.
- Slow movement, shortsighted. Bad at shooting and melee, though they might ironically be quite strong anyway due to size.

Naturalised variant:
Whether these are the result of muffmen being forced to evolve after societal collapses on the worlds and colonies they inhabited, or of muffmen being modified to survive in the wilderness and frontier colonies is unknown. They cross vast distances for food, and are often compared to yttakins.
- Harvestable muffalo wool. Of course.
- Good with plants rather than crafting. They don't need clothes, their fur is clothes, they need to be good at harvesting lots of berries from bushes.
- Bad at socialising. They're naturally quite blunt and don't realise that speaking one's mind can be the same as an insult, but themselves won't get upset or start a social fight if insulted. It seems that the concept of an insult doesn't really exist for them. This makes them struggle among more sensitive and violence-prone xenotypes, like hussars and yttakins.
- Bad at intellectual.
- Not as slow or combat-incompetent as their less naturalised counterparts.
I hope this post catches your eye. Because i think i have a really cool and somewhat original idea. I was thinking like when you get infected by the fungal xenotypes. Wouldn't it be cool to be able to stave it off indefinitely but each medical procedure that fails the infection site expands to take over a leg or a pelvis or torso.
The real difference in this idea would be what if it is how a symbiotic machine limb heals a person's body. changing their gene type from basic/progessive/overwhelming/awakened or however you would wish to label those steps. i just want to know if the idea gets used.
The fact they've figured out how to "store" xenotypes in the lycanthrope mod opens up the possibility of a "master" xenotype than can convert others into a second xenotype.

Couple of ways that you can take it. Maybe it acts as mid-step to a total transformation that requires an additional catalyst, or a sort of minion/drone meant to serve the "Hive Queen" that implanted the xenotype.

I'd also like to see the mutation gene from Wasters expanded to other ideas. Like a "Hyper-adapaptation" gene that has a chance of adding new traits on certain triggers, both good and bad. Take a bullet wound? Faster healing. Have a food binge mental break? Hyper metabolism. Get addicted to wake-up? Coin toss chance you either gain addiction immunity or dependency.

Finally, some kind of "Natural Leader" set of xenotypes that are firmly in the zone of morally dubious. The Hive Queen idea could be one. Another is a cult leader that has something similar to ecstasy from hemophage expanded that pawns can become addicted to. Finally a Royalty-paired "Imperial Bloodline" xenotype that the Empire's royal family has, bonus honor and psy sensitivity, but refuses to do dumb labor and gets food sickness from anything less than a fine meal.
Zeski 11. Jan. 2024 um 4:27 
Personally I would love if there was a Spore reproduction gene
A combination of the Asexual reproduction and the Dryad Saplingchild types of reproduction
Essentially pawns randomly spawning spores and other stuff as they Fight/Get Damaged/Die/Do whatever, from these spores a cocoon grows and out comes a fully grown adult
What about the Elfen Lied inspired xenotype from the manga and anime series?

These would sound OP but they definitely must be balanced for the sake of balancing to make it not too overpowered but balanced enough for normal playthroughs.
Zuletzt bearbeitet von TheSordishMan54; 28. Jan. 2024 um 14:11
TRKYBRD 29. Jan. 2024 um 18:02 
It would be interesting to see a revamp of the dirtmole with similiar advantages of the stoneborn but more spacer like in style and less dwarven
Lycantrhope kinda adds werewoves
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