RimWorld

RimWorld

Moka's Modular Mods, More Melanin
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.