RimWorld
1,623 평점
Vanilla Races Expanded - Waster
2
2
3
5
3
2
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
Mod, 1.4, 1.5, 1.6
파일 크기
게시일
업데이트일
6.706 MB
2023년 6월 1일 오전 4시 03분
2025년 8월 9일 오전 5시 04분
업데이트 노트 8개 (보기)
이 아이템을 사용하려면 DLC가 있어야 합니다.

다운로드 위해 구독하기
Vanilla Races Expanded - Waster

Oskar Potocki님의 2 모음집
Vanilla Expanded
아이템 110개
Vanilla Expanded - Empire playthrough
아이템 148개
설명
[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]
댓글 206
Woodsaber 2025년 8월 9일 오전 11시 21분 
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 2025년 7월 31일 오전 8시 22분 
Do you think you'll update this to counter/remove the penalty for walking in scarlands tox water?
Sarg Bjornson  [작성자] 2025년 7월 19일 오전 3시 56분 
It's random
Elilasol 2025년 7월 19일 오전 1시 27분 
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 2025년 7월 15일 오후 7시 31분 
I am now realizing that I already suggested that
SAUCE__GODD 2025년 7월 15일 오후 7시 30분 
Suggestion: Hollow nose gene, gives them a little nose hole graphic like in the art
SadPlastic 2025년 6월 22일 오전 8시 51분 
"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 2025년 5월 6일 오전 11시 27분 
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  [작성자] 2025년 5월 6일 오전 11시 01분 
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 2025년 5월 6일 오전 10시 53분 
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.