RimWorld

RimWorld

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Zeta Reticulans [Player/Hostile Factions]
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Mod, 1.5, 1.6
File Size
Posted
Updated
29.363 MB
28 Sep, 2020 @ 12:33am
24 Jul @ 8:05pm
44 Change Notes ( view )

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Zeta Reticulans [Player/Hostile Factions]

In 1 collection by GarbageDay
GarbageDay's 1.5 Mods
5 items
Description
   
            Currently added hybrids: Forsaken, Mantis, Thrumkin, Human, Scalemen, Moyo.
                                                    Bio-tech expansion is not needed


                        Interrupter rifle, singularity bombs, and allocator waffers.
                                       Available through special orbital traders.



                     Cold and mechanical, Zeta Reticulans are unaffected by most emotion.

      A Reticulan's greatest joy is working in their field of expertise and frustrations mostly stem
                  from whether work standards are being kept and mission guidelines followed.



                        Keep schedules full, be productive, and never stop dissecting.

       These guys are real jerks! Get a colony wide mood boost from stealing memories, organ harvesting, butchering humanlike *and* animals! Harvest hemogen for fun, suck genes dry! Make sure enemies stay alive long enough to die on the operating table; or show your kind side and catch and release after cutting out a kidney.

                   Regulation, regimentation, and overarching administrative control.

       Will you abide by the auspice of the Reticulan's centralized assembly, adhering to rigorous regulations and the strict permitting system that directs gene modification and mechanoid use? Or use your surgical expertise to break free of the system, casting away your implants, and adjust your operations according to your own authority?

   Archives:
   v1.2, v1.3, v1.4 https://mega.nz/folder/HZImSR7I#LU15B24EIXsRXwejjA-GVA
   
   

Tell me how bad my mod is! contact me in my HAR discord channel[discord.com]
Popular Discussions View All (1)
16
1 Sep @ 11:10am
PINNED: The List (Request features/report bugs/Ask questions here)
GarbageDay
232 Comments
isiarca 25 Jul @ 11:06am 
No worries about the small delay. I'm just glad it's updated. I've been having a blast with this mod so far and I'd hate to leave it behind when I get Odyssey.
Vexacuz 24 Jul @ 10:40pm 
Hell yeah.
GarbageDay  [author] 24 Jul @ 8:27pm 
Updated for 1.6! Added a beam-in for Zeta orbital traders to use instead of drop pods (1.6 only) + couple of bug fixes. Full patch notes listed on the top right on this workshop.

And as usual the time has come for me to request a steam gift of the Odyssey DLC so i may continue my humble modding efforts. If there are any kind souls reading this please add me as a friend and shoot the DLC my way *kisses you on the forehead*.

@isiarce
Sorry for not responding asap but I had 1.6 done when and was about to update when i 1st read your comment but discovered some issues and had to put it off a few days. Like, i didn't want to leave *2* comments in a row, ya know?

Anyway the answer is yes, I planned on updating to 1.6
isiarca 21 Jul @ 2:13pm 
Really cool mod. I'm still running 1.5 since some faves of mine haven't updated yet, but do you plan on updating this to 1.6? Keep up the good work either way. :steamthumbsup:
GarbageDay  [author] 6 Jan @ 7:47am 
Small patch to fix some big bugs. As always the change notes are at the top right on the workshop.

@Spottedmask95 Buy some from one of the special orbital trade ships (Canteen Saucer) that only show up if you play as a Zeta and have a good relationship with the co-op (aka have been a good little alien and haven't tried to remove your implants)
Speck 31 Dec, 2024 @ 3:40pm 
Sorry, I might just be dumb and/or blind, but how do you create reticulan hybrids?
unknown user 21 Sep, 2024 @ 5:29pm 
Can't believe I haven't seen this before! I often play without DLCs so this is such a treat to have. Love that you made a mantis hybrid. Looking forward to trying it out, thank you for not making it Biotech :D (psst, this is what Genies should have been if they were good lol)
GarbageDay  [author] 9 Sep, 2024 @ 8:32am 
@lovecraft Sorry for the delayed response i don't like leaving comments unless it's on an update day (I have a pinned thread if people want to poke me about features there).

I want hybrids to be fully functional without DLC and it'd be ton of work to integrate both systems together happily; i might look into adding a hybrid disallow menu for the next update.
GarbageDay  [author] 9 Sep, 2024 @ 8:26am 
Updated, lots of effort spent code side this time around to fixing bugs and refactoring.

Content highlights are reworked singularities, which now merge with other singularities within range to grow in size. To go with this revamp i've made the singularity grenade a 3 charge grenade belt (That changes graphics to show you how many are missing) instead of a single giant orb grenade. I've also added singularity mortars, who's design based off the balldo (research it).

I created some unique laser C# and added a new "Neurolaser" weapon.
I'm phasing out 2 of the 3 interrupters, coding some C# that'll alert you there's an update available and will switch over the weapon to the Neurolaser upon unequip.

1.4 files have been removed from the mod and moved to a mega folder linked above.

I'll update the change notes at the top of this workshop shortly to give a full list of changes. Any red error caused by this update should be a non-issue, i hope.
Lovecraft 1 Aug, 2024 @ 5:56am 
Do the hybrids work off of the genes mechanic from biotech? I'd love to build my own version of the grays and also disable other preset ones. Also yeah SOS2 UFOs would be epic.