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Moka's Modular Mods, More Melanin
   
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Mod, 1.4, 1.5
File Size
Posted
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1.479 MB
14 Sep, 2023 @ 3:58pm
19 Mar, 2024 @ 6:51am
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Moka's Modular Mods, More Melanin

Description
Finally done and feel comfortabe sharing this first real goal of mine in rimworld modding. Welcome to the world of More Melanin.

My goal was simply to use the existing biotech system as well as other mods shared and made available to make consistently black pawns that dont need 30 mins in character editor every playthrough (or PC if you like bugs)

it adds 5 xenotypes and 4 factions meant to be used as base game replacements for when you want a little more chocolate on the rim.

A quick note tho moving forward,










Headlox and Hemoloc almost exclusively spawn as subtypes of Baseloc, Wildlox and Pawloc though the other two are rarer









Currently packaging a Psychic Faction module to be uploaded relatively soon that will add more raids, drugs and prosthetics from psychic factions in the game.

If you're only after the hair patch you can use one of my other mods. This one is incompatible with that.

1.5 Update: Adds two genes, Strong and Mild Loc Affinity that improve relations with other pawns with those genes.

Mild Loc Affinity x Mild Loc Affinity boosts it by 10
Mild Loc Affinity x Strong Loc Affinity boosts by 15
Strong Loc Affinity x Strong Loc Affinity boosts by 20


Special thanks to:

Roo and Oskar for lending permission to use their amazing mods and art for some of the xenos,
The Rimworld Discord for helping me get my feet wet with modding and figuring out how to contribute to a game i love so much,
And more so to the friendly faces there for helping me become more comfortable in my style and vision.

Love you idiots
9 Comments
MercuryRiver 8 Apr, 2024 @ 5:43am 
Any chance at making a light version with just the genes?
Runzu 24 Mar, 2024 @ 8:50am 
Actually, I think I'll have to wait for the other mods to update to get the full effect!
Runzu 24 Mar, 2024 @ 8:18am 
Excited to try this out in my new 1.5 vanilla-ish playthrough!
Moka  [author] 16 Sep, 2023 @ 1:06pm 
yup, i have one ready to ship if i dont decide to strip the dependency entirely, and another im still in the coding process of @FungalFish
FungalFish 16 Sep, 2023 @ 12:22pm 
The preview has "Core Module", does that mean you intend on adding more content? :3
Moka  [author] 16 Sep, 2023 @ 5:11am 
@AirJordanz as in without the other mods the metabolic dept was too much to manage a proper starting play through with? that would make sense and i can look at patching that better to have more consistency and smoother play without them
AirJordanz 16 Sep, 2023 @ 4:35am 
Love the mod! However, when I tested this for the idea of a Pawloc based starting community, I generated five pawns and because of the cumulative hunger rate of 225% or so (to my memory) on each individual, there was immediate and constant starvation. The starting rations that would last a Baseliner population enough time to set up camp was gone in pretty much seconds.

I really love the gene setup you have for the Pawloc and the other xenotypes, but after the Pawloc disaster run (which only lasted an hour at most), I don't know if I can justify running the mod at the moment based purely on the metabolism statistics.

Also, not really a complaint so much as a compliment/whatever sandwich, but I do find it neat that you incorporated other genetic mods as bonus material for your xenotypes rather than forcing them as dependencies. Commendable!
chill 15 Sep, 2023 @ 1:57am 
LOX
Latex Santa 14 Sep, 2023 @ 10:23pm 
Pretty interesting, looking forward to the update. More variety of factions and xenotypes on the Rim is always good.