RimWorld

RimWorld

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Vanilla Races Expanded - Fungoid
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Mod, 1.4, 1.5, 1.6
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3.358 MB
28 Sep, 2023 @ 11:49am
31 Jul @ 2:35pm
9 Change Notes ( view )
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Vanilla Races Expanded - Fungoid

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

The Fungoids are a new archite-dependent rare xenotype, inspired by the eerie depictions of zombies but with a distinctive RimWorld twist. Initially capable of rational thought, these genetically-engineered beings gradually lose their mental sharpness while their physical prowess escalates.

Delve into the lore of Fungoids, initially conceived as a military project to combat the Insectoid menace. Explore a vast array of unique genes! Immerse in the genetic diversity with new genes like Mind Coalescence, Gene Infector, Fungal Crest, and many more, each with unique effects and mechanics.

Experience the suspense and danger of the new Ship Part Crash event, where a fungoid ship crashes, unleashing a potential threat upon your colony.

The mod is laden with new items, mechanics, and a detailed narrative on how the fungoids interact with the world, their infection abilities, and their evolving physical and mental attributes.

Embark on a journey of genetic exploration and face the ancient threats that lurk within the cosmos. Watch as your favourite colonists turn into mutated fungal monstrosities, as they slowly succumb to husks of their former self.



Vanilla Races Expanded - Fungoids adds following mechanics to the base game:
























Mad Skills will overwrite our patches regarding skill loss

[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: How do I get my own fungoids?
A: There is no other way that waiting for the fungoid ship to crash, and then letting one of your colonists be infected. Simply don’t treat the infection, and your colonist will turn into a fungoid!

Q: What happens to existing xenotypes when colonists become fungoids?
A: They turn into endogenes! This means that a fungoid hussar will retain some hussar attributes!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Why are fungoids not zombies?
A: Fungoids are our own twist on a mutating virus. They were never meant to be a swarm of mindless husks that groan, moan and die to headshots. We want them to be stronger, more impactful and truly dangerous in numbers greater than 1.

Q: How do colonists become fungoids?
A: They need to be hit by a fungoid in melee. This will apply the Xenotype infection.

Q: Can I install the Gene infector gene on anyone?
A: Yes! And even better - it will change infected people into whatever xenotype infected them. Yes, you can make a catgirl that infects people and turns them into catgirls.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: CE compatibility is handled on the side of CE.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
49
19 Aug @ 1:01pm
PINNED: Suggestions
Sarg Bjornson
437 Comments
oldmanwhistler 8 Sep @ 9:38am 
thanks for confirming :)

I love the mod, I got some fungoids early in my playthrough and harvested their genes to make a bloodbag feeder race for my vampires.

now I'm exploring capturing them and using them as perimeter distractions for raiders
Sarg Bjornson  [author] 8 Sep @ 6:05am 
Yes, that's what happens
oldmanwhistler 8 Sep @ 5:01am 
I've extracted the "gene infector" gene and I'm using it with the gene assembler to create custom xenotypes.

The problem I'm having is the first colonist (the spreader) I implant the new xenotype with has the correct icon and xenotype name, but all the ones they infect have the correct icon but the xenotype name is "Baseliner"

This happens even if the original spreader colonist was a saurid instead of a baseliner.
jagdpenguin 6 Sep @ 8:42pm 
can you make it so that the infector mouth applies the effect when blood feeding and no just when attacking, would be nice for vampire/werewolf like xenotypes
Sarg Bjornson  [author] 27 Aug @ 4:53am 
<3
Monkeyishi 27 Aug @ 4:43am 
thats fair. i'll submit it properly for you. my apologies.
Sarg Bjornson  [author] 27 Aug @ 4:39am 
Nothing is consuming shit if you don't report it properly
Monkeyishi 27 Aug @ 4:38am 
Yeah. I'm having it as well. It's consuming alot of my tps for map components.
Demonk 6 Aug @ 2:56pm 
Hello. How do I add Vanilla Races to ongoing game? I have added mods shortly after starting new game - but already in year 5 and haven't seen any of the new races.
Pillowkitty 6 Aug @ 12:04pm 
Glowforest biome seems to trigger "ate human meat" even when individual is set to a carnivore diet. Moodlet occurs when there is no active consumption of food.