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Ecto's Star Trek Genetics
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Mod, 1.4, 1.5, 1.6
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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.


82 Comments
Geddy Lee 12 Sep @ 8:51am 
No worries. Thank you for the response, I hope everything works out with switching to 1.6!
Ectoplasmar  [author] 12 Sep @ 12:54am 
Updates have been slow my end, and the reason behind that is twofold. One, I'm very slow at the modding thing, just in general... and two; updating to 1.6 has stalled because I stream the 1.5 version every Friday. Because I'm running 1.5 for that run, it's almost impossible to experiment and tweak to 1.6 without potentially breaking everything for the streams.

Before I can think of a release, I still need to covert everything I've done to 1.6 - but once that's done I'll probably look to releasing an early version of the mod to the workshop. It'll be a bit barebones when it's related to the Klingons and Romulans, but I've procrastinated very hard on it, and I'd like to get some version out before the end of the year, even if some elements are threadbare.

That isn't a promise, or a release date, it's just an internal "I'd like to do this if I can".
Geddy Lee 11 Sep @ 2:27pm 
Any updates on the factions mod? No rush, just curious.
Ectoplasmar  [author] 27 Aug @ 5:58am 
The Tellarites are 100% meant to have the chance of human hands or trotters. The original series flip flopped on what they had, and has both in different episodes. Enterprise had them much more consistent, but it felt right to include both regardless.
Crabby654 26 Aug @ 5:40am 
If you adjust the genes or add/remove some. I don't think it would cause too many issues to saves. Newly generated pawns would have the updated gene lists in current saves. I've been kind of making my own personal patch mod for this mod to adjust some genes. Mainly I've been trying to adjust the strength of some genes and remove sleepy and naked speed. I think Sleepy and naked speed are bigger nerfs than they let on. Sleepy can crush productivity and naked speed nerfs how fast you run by 0.20 a tile while clothed. I also removed a lot of hair color options from most races because having more 3 hair color options feels really bloaty with the amount of genes it adds.

- side note, are tellarite supposed to be able to have trotter and human hands? Only asking because I have yet to see them in Star Trek yet.

I think for the most part the genes make a lot of sense but yes it's tough to balance unless you make entirely new genes with different complexities and hunger rates.
Ectoplasmar  [author] 26 Aug @ 1:30am 
One potential solution to the Vulcan issue would be for me to draw and add in some Vulcan specific hairs... but then I'd want to do klingon ones too that show off the ridges, and it's a slippery slope of finding time to do it all.
Ectoplasmar  [author] 26 Aug @ 1:27am 
Truth be told I'd probably arrange genes a lot differently if I was ever to do a 2.0 version. This was my first mod, and I've learnt a lot since then. But I'm still lacking skills for what a 2.0 might require. That being the ability to mod in Vulcan nerve pinches and mind meld actions, Trill symbiote support and implantation, Suliban and pawn cloaking - that sort of thing. Not stuff I currently know how to do.
Ectoplasmar  [author] 26 Aug @ 1:27am 
A lot of the time it was just me trying to use existing game traits to try and balance things better. You can kinda see my attempts to do this in giving different races different blood for extra metabolism. Sleepy was just a quick way to get more metabolism in without it having too deep an impact. Early versions had me using archite genes and that was just... messy.

That said, the Vulcan hair decision was probably just an aesthetic choice at the time given the vast majority of Vulcans sport shorter hairs. I'll have a peek at them again, but I'm loathe to change things and potentially break people's saves.
Crabby654 25 Aug @ 3:06pm 
I have a couple gene questions. I kind of feel like Vulcan should be able to have all length hair, instead of short only. It seems like Vulcans in TOS had longer hair and I think a couple in later shows may have also, but mainly I feel like the female short hair options for Vulcan pawns are just terrible.

My other question was about Ferengi and Bolian, and theyre Sleepy traits. I was doing a bit of research and I couldn't find anything about them needing more sleep or falling asleep easy. Unless I am just totally wrong or havent seen the reference to it. It seems a bit like a needless nerf to those species maybe?
Ectoplasmar  [author] 15 Aug @ 2:16am 
I've tested it this morning, and couldn't replicate the bug both using devmode and letting a klingon/aenar pregnancy play out as they would regularly, so I'm thinking something else- probably another mod - is causing the issue.