RimWorld

RimWorld

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Ecto's Star Trek Genetics
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Mod, 1.4, 1.5, 1.6
File Size
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11.138 MB
25 Apr, 2023 @ 4:42am
10 Jul @ 1:46am
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Ecto's Star Trek Genetics

Description


Trek Genetics
At its core, this mod aims to add the many races from Star Trek into the game using Biotech's genetics systems. At present, it adds 20 well known races from Star Trek as xenotypes to the game, along with each race's appropriate genetics. In addition, pawns of each race will spawn with distinctive names similar to those that might have appeared on the show.



The Races
Currently included races are:

  • Vulcans
  • Andorians
  • Aenar
  • Tellarites
  • Betazoids
  • Bolians
  • Bajorans
  • Trill
  • Caitians
  • Orions
  • Nausicaans
  • Klingons
  • Romulans
  • Remans
  • Cardassians
  • Ferengi
  • Gorn

Added with Update 1.01:
  • Denobulans

Added with Update 1.06:
  • Tibronians
  • Benzites



Oddities And Bugs

This is my first mod, so apologies for any slight roughness around the edges, or bugs with different genetic parts matching up in weird ways. If you notice any, let me know and I'll see what can be done to unobtrusively fix it.

I am aware that during character creation with a Vulcan or other single name races, the game will not allow you to start the game unless you have both a first and last name for your pawn. It's awkward, and seems to be a coded issue I don't know how to even start to fix. It can be sidestepped by manually moving the nickname to first name and setting the last name as "of Vulcan" or "of Ferenginar" depending on your race. Having it this way was my original solution, however during game, random stranger pawns started spawning a horde of "Of Vulcan" nicknamed pawns, and it really didn't feel right. So you get a little awkwardness in character creation for immersion later, which currently is the best balance I can achieve.



Recommended Companion Mods

The game will still spawn these races with pre-generated names from the backers of the game. I highly recommend Murmur's Pawn Name Variety to eliminate the chance of your latest Klingon recruit being named a dishonourable P'takh human name.



Future Plans

I'm well aware there are a few fan favourites missing from this mod, most notably the Borg. However, as I'm only really getting to grips with .xml editing and struggling with even understanding the C#, I feel a xenotype constructed by me at present wouldn't be quite enough to do them justice, and miss much of what makes them a cool race in the first place. Sure, I can make Borg that look like Borg, but are they really Borg if they eat and hold social parties, and can't assimilate anyone. What fun would Changelings be when they can't shapeshift? So for now, I'm saving those races until I have the coding skill, assistance and awareness of how to do them properly.

The uniforms in the screenshots are part of a future mod I'm working on, placing these xenotypes in factions with appropriate weapons and clothing. However it is currently quite a way off working how I would like it to, and some time away from release. Please be patient.


58 Comments
ArcWolf713 11 Jul @ 5:25pm 
Once I get Odyssey (prob September) I plan to use it and this to have a crashed Runabout start.
MollyBerry 10 Jul @ 1:09pm 
tysm @Ectoplasmar I can't wait to do my first playthrough with this mod for Odyssey :TR:
Ectoplasmar  [author] 10 Jul @ 1:53am 
With Odyssey one day away, I've managed to actually update in time. I look forward to everyone being able to fly around with their favourite Star Trek races now.

I've also thrown in two of the races I've shown off on stream previously, Tibronians and Benzites. Nothing too crazy, but an added gift for those who've been supportive of the mod and my slow ass working on it!

Enjoy!
Ectoplasmar  [author] 4 May @ 12:43am 
I did play around with that naming convention initially, but without a better background of being able to code, it just ended up with a lot of family connections who visited or joined that didn't make any sense. A "Son of Gowron" whose neither parent was named Gowron, for example. I absolutely agree though, that would be a fun way to do it, connecting the backstory. I just don't know how.
imperator_d 3 May @ 5:10pm 
Suggestion on the naming issue: "son of" and "daughter of" are the most common surnames. Could just take it from the connections portion of the pawn's backstory too.
MangoCobra 22 Jan @ 6:11am 
If I have the time, I will!
Ectoplasmar  [author] 22 Jan @ 2:35am 
Just a quick note/advertisement. This new year I've challenged myself to stream on twitch. As part of that, I've already started streaming Rimworld every Friday - with this mod, a bunch of other community ones, and my own unreleased Star Trek mod content. If that's your thing, do stop by. You can find me at twitch.tv/ectoplasmar , and my Strange New Rimworlds streams from about 6pm GMT onward.

Thanks for tolerating the obvious plug. No pressure, obviously.
Fuffydud 5 Dec, 2024 @ 11:05am 
Thank you so much for all your work on this mod! I love seeing little (or big!) antennae-having blue and green people in a sci fi game.
MangoCobra 17 Nov, 2024 @ 8:13am 
Alright, no rush!
Ectoplasmar  [author] 17 Nov, 2024 @ 4:04am 
I'll give it a run through when I get the opportunity. I've just transitioned to a new computer, so modding related things are on the backburner currently.