RimWorld
1,620 értékelés
Vanilla Races Expanded - Waster
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Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.4, 1.5, 1.6
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6.706 MB
2023. jún. 1., 4:03
aug. 9., 5:04
8 változásjegyzék ( megnézés )
Ennek az elemnek a használatához DLC szükséges.

Feliratkozás a letöltéshez
Vanilla Races Expanded - Waster

2 Oskar Potocki készítette gyűjteményben
Vanilla Expanded
110 elem
Vanilla Expanded - Empire playthrough
148 elem
Leírás
[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 ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This time, we have turned our attention to Wasters. I was never a fan of how little benefit there is of having wasters in your colony, and how high maintenance they are when it comes to supplying them with yayo.

The mod brings an innovative mutation system into play, ensuring every Waster you encounter is distinctively different. Not just this, you might even stumble upon several diverse types of Wasters, each grotesquely twisted and mutated more than the last.
Waster Mod adds a new dimension to the game with brand-new structure - burn barrel, which you can use to buff your wasters through the new pollution genes, or deploy around your base to spread pollution quickly and efficiently, offering intriguing gameplay dynamics around pollution and waste. It also introduces several new genes and mutation-specific genes, expanding the scope for character development and game strategies. The system ensures no two Wasters are identical, providing a uniquely challenging experience every time.



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
























[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: How do mutations work?
A: Mutation is a random gene that turns into one of the predefined pollution related genes. They get passed down to offspring, meaning a child of two wasters will inherit all the mutations that their parents have - yes, you can make a super waster if you’re willing to selectively breed them.

Q: Do these genes appear in genepacks in the game?
A: They do! All the genes labelled as mutations are actually also normal genes that can be found or even selected at the start when designing a custom xenotype.

Q: What happens to existing Wasters?
A: They remain unchanged as the changes are not retroactive. They will not have the new genes.

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

Q: CE compatible?
A: I think so. We’re not adding any new weapons.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Gaunt body by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
206 megjegyzés
Woodsaber aug. 9., 11:21 
Hello Sarg! Please could you tell what the VTR mod is in the change notes?
I get the feeling it's one of the Vanilla Textures Expanded mods, but I'm unsure.
Thank you.
No Mic Tweetus júl. 31., 8:22 
Do you think you'll update this to counter/remove the penalty for walking in scarlands tox water?
Sarg Bjornson  [készítő] júl. 19., 3:56 
It's random
Elilasol júl. 19., 1:27 
I recently tried a run with wasters and babies. It seems the genes of the mother pass down properly, but the father do not. Sometimes the mother doesnt pass one of the three mutations she has as well.

Is it random? Is there a maximum? I dont really want to decompile the dll to look at the code.
SAUCE__GODD júl. 15., 19:31 
I am now realizing that I already suggested that
SAUCE__GODD júl. 15., 19:30 
Suggestion: Hollow nose gene, gives them a little nose hole graphic like in the art
SadPlastic jún. 22., 8:51 
"Mr. Way Khan knows how to use a gun, boom and gone."

"Mr. Way Khan wants blood, witness the fall of the weakest machine(human)!"
Captain Failure máj. 6., 11:27 
I guess in that case what I'll do for myself is go in the mod folder and change the efficiency of tox absorption from -1 to 0 since it seems to work as a temporary workaround for custom xenotypes.
Sarg Bjornson  [készítő] máj. 6., 11:01 
I don't remember the specifics, but we went about it in a roundabout way to support existing wasters when the mod is installed. We can't guarantee custom xenotypes working with it.
Captain Failure máj. 6., 10:53 
I'm having the exact same issue where the pollution benefit genes will not go above or below minor unless tox absorption is present. At first I thought it was because I had three of these genes on a person and it was some kind of hidden balance mechanic. Until I adjusted to only have one. Had to use dev mode to manually adjust the severity of the pollution productivity without recreating the entire xenotype and account for the extra metabolic cost.. This is on a custom xenotype, just like the last person. Could potentially be another mod causing the issue. I'll try testing with all of my other mods disabled sometime.