RimWorld

RimWorld

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Obsidia Expansion - Nanomorph Xenotype
   
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Mod, 1.6
File Size
Posted
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8.200 MB
1 Aug @ 1:57pm
18 Aug @ 1:11pm
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Obsidia Expansion - Nanomorph Xenotype

In 1 collection by Lored
Obsidia Expansion - Legacy Collection
16 items
Description

The main innovation of the mod is the Nanomorph xenotype, from the planet Obsidia.
Whispers in forbidden archives speak of a hidden Archotech — a silent architect rumored to dwell on one of the lost worlds of the Obsidia Empire. According to fragmented records and outlawed cult writings, this being engineered the first nanomorphs as part of an experiment in controlled post-human evolution. Whether created for war, survival, or something far beyond human understanding, their true purpose remains unknown.
  • Nanomorph - though outwardly indistinguishable from baseline humans, nanomorphs are something far more beneath the surface. Their bodies have been entirely restructured at the molecular level, transformed into adaptive biotechnological systems. To sustain their internal processes, nanomorphs require nanogel — a harvested suspension of mechanoid nanites. In return, they enjoy near-perfect health, disease immunity, and dramatically extended lifespans. But their most defining trait is evolutionary adaptability: their biology and cognition actively evolve in response to injury, environmental pressures, and skill development. Every experience shapes them, driving them toward forms and functions beyond the limits of ordinary life.




In general, the mod adds:
  • Xenotypes: 1
  • Genes: 128
  • Scenarios: 1
  • Resources: 3

Q: How do evolutionary genes work?
A: Evolutionary genes are special genes that can be gained when certain conditions are met. A small chance to evolve is checked once per in-game hour. Each gene has 6 stages of evolution, ranked from D to EX. With each new stage, the chance to evolve further becomes lower - but that doesn’t mean the evolution has stopped(unless the gene is already at its final stage), it may still evolve later - just give it a bit more time.

Q: Is this mod CE compatible?
A: Just like the core mod - Obsidia Expansion.

Q: Will this mod work on 1.0, 1.1 or another game version?
A: Mod only supports the versions stated in the description.

Q: Is this a completed mod?
A: Yes, in terms of content, the mod is complete. But support for the mod continues.

Q: Is this mod save game compatible?
A: Maybe. But due to the fact that the mod introduces a new xenotypes and genes, I still recommend using the mod with new saves.
Translation
  • English - included
  • Ukrainian - included
  • Russian - included
  • If you would like to translate this mod into your native language, I will be happy to help with this.
Special thanks
For excellent character illustration lns_owl Instagram[www.instagram.com] / Steam

[ko-fi.com]
Popular Discussions View All (2)
14
10 Aug @ 4:57pm
PINNED: Suggestions / Предложения
Lored
8
10 Aug @ 12:00pm
PINNED: Bug reports / Баг репорт
Lored
50 Comments
Lored  [author] 4 hours ago 
@Alpik Приветствую. На данный момент я занят полировкой баланса основного мода Obsidia Expansion и написанием статей для wiki по этой серии модов. Так что, в ближайшие месяца два-три точно нет.
За более поздний период сказать точно не могу, так-то идея интересная но её можно использовать только как часть концепта, для создания ксенотипа. Если получу вдохновение и наберется достаточно идей, как для генов, так и лорной части, то вполне возможно.
Alpik 6 hours ago 
Привет, спасибо тебе за замечательные ксенотипы, хотел узнать, не будете ли вы разрабатывать в будущем новый ксенотип для игры в жарких пустынях, сколько не смотрел в мастерской стима, особо интересных рас или ксенотипов не видел)
Fikus 21 Aug @ 12:52pm 
wasnt sure just wanted to knew cuz obsidia is nice and all but i already have my mods and it could be problematic BUUT aditional xeontypes are small so welcome :D Thank u for answering so fast !
Lored  [author] 21 Aug @ 12:50pm 
@Fikus Yeap, why not?
Fikus 21 Aug @ 12:44pm 
can we use it without main obsidia ?
Dust 18 Aug @ 3:32pm 
Lol, nice and Ty!
Lored  [author] 18 Aug @ 11:37am 
@Max Pendragon Oh wow... Sounds cool :slimeamazed:
Max Pendragon 18 Aug @ 11:31am 
@Dust Can attest to getting them from quests. I run that city mod and it gave me a quest to assassinate a pawn in full power armor from a friendly faction in a large city.

Rewards was exactly one serum, I laid siege to an entire city for one single serum, and I have no regrets.
Lored  [author] 18 Aug @ 5:27am 
@Dust They can be obtained through quests and trading.
Dust 17 Aug @ 11:57pm 
If not using the scenario, how are the serums acquired during play?