RimWorld

RimWorld

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[RAZ] Mal0 Race
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Mod, 1.5, 1.6
Content Descriptors: General Mature Content, Some Nudity or Sexual Content, Frequent Nudity or Sexual Content
File Size
Posted
Updated
15.092 MB
16 Dec, 2024 @ 4:06pm
23 Aug @ 3:22pm
10 Change Notes ( view )
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[RAZ] Mal0 Race

Description
Mal0, a Humanoid Alien Race Mod

There are a lot of moving parts in this mod. Let me know how it plays, if I missed some edge cases, or if something is broken. I likely need to tweak some things.

You can use this mod without Anomaly, but any Mal0 pawns will not have their abilities and of course the Anomaly Event won't be present.

== General Information ==
This is a Humanoid Alien Race and Anomaly Entity mod loosely based on SCP-1471 (Mal0).
For gameplay raesons, this mod doesn't exactly follow the Mal0 lore on the wiki, but it should capture the general theme of the encounter.

  • Adds a new custom HAR race, Mal0 to the game.
  • Adds an entirely custom Anomaly event. Progressing through the event could allow you to get your very own playable Mal0 Pawn.
  • Mal0 are powerful pawns and start with some strong abilities
  • Adds a new Advanced Anomaly research task, which unlocks 2 new psychic rituals
  • Adds a Naked Brutality starting scenario to start with a single Mal0 pawn if you don't want to go through the anomaly events to get your hands on one.

== Visual Features ==
  • The eyes will glow in the dark
  • Bionic or Archotech implants will change the eye color
  • Ears, eyes, and tails that visually disappear if destroyed

== Compatibility ==
  • Royalty Compatible
  • Ideology Compatible
  • Biotech Compatible
  • Anomaly Compatible
  • Odyssey Compatible
  • Likely incompatible with facial animation mods.
  • I have not written a CE patch.

== Known Issues ==
  • Any performance mods that cleanup world pawns may cause a degraded experience with the custom Mal0 Anomaly event. When a pawn becomes bonded to the radio, I create a Mal0 world pawn and start keeping track of the relationship between the Mal0 entity and the bonded pawn. I use this relationship when choosing from a list of banes/boons that can occur. Friendlier relations leads to boons more often. However, if world pawns are routinely culled by a performance mod, then a new Mal0 entity will be generated periodically with a fresh relationship. The summoning ritual should still be able to get you a Mal0 pawn though.
  • Any mods that heavily mess with spawning behavior such as Faction Blender could result in the Mal0 summoning ritual summoning a pawn of some other race instead.

== Changelog ==
See the Change Notes.
93 Comments
razar1  [author] 31 Jul @ 3:38pm 
Nope. A lot of the race's features depend on HAR.
Brindav 31 Jul @ 3:20pm 
Could it be possible for the mod to work on biotech instead of alien races, i find it good but having to use alien races for only at most one pawn feels kinda annoying.
razar1  [author] 31 Jul @ 2:25pm 
random generation
torchlyte 26 Jul @ 2:19pm 
Is the spawned pawn supposed to be unwaveringly loyal, or is that a consequence of random generation?
robochild 24 Jul @ 9:23pm 
literally my only complaint is there are no male versions. amazing in every other aspect :rwlizard:
IDKJustFall9 24 Jul @ 6:27pm 
Slight spelling mistake in child backstory, literally unplayable.
Warpstoned 1 Jul @ 9:17am 
I misunderstood my friends, only the anomalies spawned by the endgame died lol. My Mal0s were safe and sound
Rancher of Slimes 25 Jun @ 1:23pm 
Can you add male Mal0s? The original scp can be both male or female. I want to make a base made up entirely of just Mal0s.
SadPlastic 21 Jun @ 11:07pm 
*seeing 3rd 5th image

*aggressively pushed subscribe button
razar1  [author] 19 Jun @ 8:10pm 
@Cafe_Stranding The summoning ritual is started at the Anomaly Psychic ritual spot. It requires there to be a comm unit in storage and for there to be a sufficiently connected pawn in order to start it.

Pawns will gather at the ritual spot with the comm unit and perform the summoning.