RimWorld

RimWorld

Big and Small - Lamias and other Snake-People
388 Comments
CombineElite19 Oct 8 @ 9:49am 
A github version?
Aera Oct 6 @ 10:23pm 
Having a semi-related issue to @Mechanomical: While the 'Snake hair' gene removes the mood penalty for look change desires, nothing ever actually updates to remove the desire itself because there's no other hair options (just bald). This results in pawns getting stuck in a loop of trying to change their style basically every day, which really just randomizes the tattoos and maybe the color if there's dye available.
Mechanomical Oct 5 @ 9:47pm 
Bit of a problem with he snakeheads when the pawns want to change styles. My pawn is unhappy because they can't change their hair at all because they don't have access to any.
Vien 'Quitonm Sep 15 @ 10:59am 
Making a character and struggling to decide whether or not I want to keep a swallow button on him.
Aura Sep 14 @ 9:14pm 
@Dust Dunno but selecting it crashes my game lol
Dust Sep 11 @ 6:59pm 
Noticed under the xenotype lists in-game Viper Prototype biomecha and I've never seen one. Anyone know if these things actually spawn, or purely there for scnarios start?
Wraith_Magus Sep 6 @ 5:30am 
So far as snakes go, it depends on species. Some are oviparous, but others are viviparous, and some snakes are in an in-between state of "ovaviviparity." (They hatch from eggs that stay in the mother's womb until they slither out live.) It's an adaptation based upon how cold their environment is, as eggs will die of cold outside the tropics.

As far as snake-PEOPLE go, they're base humans with snake DNA spliced in so far as lore goes, so it makes more sense to skew towards the human side.

If you really want people eggs, though, there are some in Alpha Genes for their insect people races. (They look a bit like alien egg sacs, though...) You can make a custom race to add that gene.
神说万岁 Sep 5 @ 11:32pm 
Aren't snake people oviparous? We need to add egg laying genes
Wimpypumpkin Sep 4 @ 11:37am 
Yeah it went away after i came back on the next day, Alittle strange rimworld be.
RedMattis  [author] Sep 4 @ 12:32am 
Make sure your mods aren't out of date. The textures are there, but steam is bad at actually updating mods.
Wimpypumpkin Aug 22 @ 6:14pm 
Failed to find any texture while constructing . Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.

Keep getting that error everytime a lamia or snake person enters my map.
RedMattis  [author] Aug 14 @ 1:05am 
There is also a vac gene in my modpack. When in space it gives both vac resistance and cold resistance.

It is strange that the tails would take damage before fingers and such though. I'll have to look into that.

@zeus57007, @Atticus, Ethawulf
If you can find an artist up to the challenge of making alligator heads the lizardmen could fit. I can always relabel the mod a little when 1.7 comes around.

I did try making some cobra hoods, but didn't manage to get it to look good at the time.

I've planned adding som occasional feature-voting where donators can request options to be added to the list, because right now I've got more requests than I can tackle, especially in terms of art, which I'd probably have to commission since I'm inconsistent and slow as sin at drawing art myself.
KillerofLawyers Aug 13 @ 11:32pm 
The issue with the tails is around not wearing the vac suits. Other armors appear to have a slightly less than needed value for vac resistance. On a normal pawn this manifests as them slowly getting a hediff for vac exposure.

However the snake tails, at least the Gorgon, have it manifest as taking vac damage to their tail and only their tail till it freezes off.

Putting them in a vac suit solves the issue entirely. So I guess it's a trade off if you're going to space.
zeus57007 Aug 5 @ 3:57pm 
Also, I believe they mean shields from either Vanilla expanded, Medieval Overhaul, or CE, as one of those two has shields that use a separate "shield" slot, and is different from a shield-belt.
zeus57007 Aug 5 @ 3:54pm 
Trying to recreate a crocodile/alligator-headed OC of my friend. Can I request a gene of that please? or are lizards/legged reptiles too different?
Ethawulf Aug 5 @ 12:59am 
Oh i want to join Atticus for the Cobra hood gene and the new heads are wunderfull. I love this mod.
Atticus Aug 4 @ 12:20am 
Oh great one, wouldest thou bestow a cobra hood gene upon us? Such an act would be sure to earn my eternal gratitude.
RedMattis  [author] Jul 28 @ 1:47am 
@Gasdobun
That's strange. Their tail has the "feet" tag, so vac suits should cover it.

I've tried, but can't reproduce this issue. Snakes if vacuum seem to be fine for me.
https://imgur.com/AK11EJe

@VimWabbit
You mean shield-belts? They work fine for me.

@Wraith_Magus
It would be tricky to make both required due to how Rimworld works. But tbh. I wanted to make them able to survive with one, they are bio-engineered (or mythic) creatures, and surviving with one heart is good storytelling, imo.

Also, I kinda figured the extra heart was a fully-featured thing. A snake person is stupidly huge by snake standards, so it kinda makes sense in many ways.
Gasdobun Jul 27 @ 8:57pm 
Well, it turns out that tails are not protected from vacuum. My snake-pawns can't get outside their gravships bc their tails got vacburnt. even using vacsuits.

Any hint on how to address this issue?
VimWabbit Jul 22 @ 7:33am 
I now have snake people. Mariliths to be precise.
However being 'Snake-person' they seem to lack the 'Shield' layer - they cannot equip shields Q_Q giant snakes with shield & spears. Is this a problem with vanilla expanded?
Lamia Mommy Dom Enjoyer. Jul 13 @ 11:55am 
i like lamias
Wraith_Magus Jul 6 @ 3:19pm 
Reloading some saves and deliberately throwing my colonist into scythers, I've actually started to see a few bruises with more sample size. Maybe I'm just incredibly unlucky in my "real" save?

I should also mention the primary hearts should still be vital - I've seen snake-people with their primary heart destroyed still alive with 50% blood pumping. In a real snake, the secondary heart just helps pump blood down the length of the body, it can't exchange oxygen with the lungs like the primary heart, so losing the primary heart is absolutely fatal. Oh, and the tail (not snake body) seems useless (for animals too), so it's ironically better to just get it destroyed early so you have one less part that takes damage because it has low HP and doesn't seem like you can armor it so tails are easily destroyed sources of a lot of pain and bleeding. (A single stray friendly fire pistol shot blow the tail off my colonist in one go.)
Wraith_Magus Jul 6 @ 3:12pm 
I don't mean hit distribution, (and I understand why it's the bigger target,) I mean it hasn't seemed like armor was doing anything. I have a character hit five times in the snake body, all for full damage, and once in the torso and once in the head. The head is only bruised for 1 damage, the torso takes 4 damage in a bruise, and the snake body takes the full 12 damage every time with trooper or recon armor that cover everything but the head. (Also, snake stomach. Forgot to mention the snake stomach.) I went and reloaded a save from right before a fight with an armored gorgon, playing it several times in a row to try to get some documentation, however, and found the gorgon was reducing some shots to bruises, although that might be the robust fortified body... I'm trying again with some other saves with my colonist...
RedMattis  [author] Jul 6 @ 12:58pm 
The snake body gets hit an absolute ton. About as much as the torso + arms together.

As you might expect from someone with several meters of giant snake tail as their 'lower' body, the snake part is the most likely thing to get hit by far.

That is also why it has so many hit points.

That said. The heart and liver in the snake part might benefit from a little bit of reduction in hit chance though.
Wraith_Magus Jul 6 @ 12:28pm 
If that's the case, I'm not seeing it in practice. (Well, I know that wearing pants increases heat/cold tolerance, but I just figured that was a limitation of how the game dealt with "equipment slots".) One of my original crashlanders has a serpent body from a custom race, and even putting aside how much more frequently the snake body part is targeted, I've never seen any evidence the armor is working on the snake body even when it's recon or marine armor that should provide good protection and cover the legs. It's almost a meme that any conflict she was part of wound up with her being the only one injured when she was the only medical passion until about year 3.5, so she was constantly treating herself and in the red specifically on the snake body (and usually the liver and second heart) even as hits to the torso were absorbed by armor.
RedMattis  [author] Jul 6 @ 11:36am 
@Beligerent Ziptie, Wraith_Magus
The snake part is considered covered by anything with the "Legs" tag for simplicity and compatibility's sake.

In other words; flak pants do actually cover the snake tail.

Forcing snake-tail specific apparel would most just serve to annoy people. Same deal with how giants can wear the same apparel a dwarf can.

...and how in RPGs like Diablo a male Barbarian and female demon hunter fits in the same armor.
Beligerent Ziptie Jul 6 @ 10:34am 
Bruh Ive even tried adding the snake body region to armors using the character editor mod, but snake body isnt a region i can add to armors using that mod. This is so sad.Gonna have to rely on shields heavily. Armor nearly useless.
Wraith_Magus Jul 6 @ 10:31am 
Currently, you can get the tough trait and robust gene or you can die. There's a bionic locamotive spine that makes the spine better-protected, but you have a totally unarmed massive body part that also happens to include vital organs like the liver. No armor is made to cover the snake body, but pawns will still insist on putting on flak pants if you don't specifically stop them.

The best advice I can give is to either go for specialist farsighted ranged attack snek squads, or use some of the Vanilla Expanded mods like armor expanded that lets you have a riot shield, as that blocks a lot of damage.
Beligerent Ziptie Jul 6 @ 10:27am 
how can i armor the snake body? Its kinda a massive late game issue when my high tech soldiers can be one shot to the snake body but a fuckin arrow
Markhas Jul 4 @ 8:37am 
I am going to correct my evaluation on the previous comment, swallowing something of worthwhile size gives very small continuous nutrition while they are inside, but it gives a bigger total nutrition once they are done digesting. It works. I'm able to survive without plants and cooking as a lone Gorgon who can swallow.
RedMattis  [author] Jul 4 @ 3:33am 
@Sapphira D (Dracovian)
I can't replicate the issue. You're going to have to provide a log. Preferably without other mods that might interfere.
RedMattis  [author] Jul 3 @ 1:32pm 
@Sapphira D (Dracovian)
I don't think I've tested it on 1.6. I'll make a note to look into it when I sit down with the mods next. :)

If you got any errors to the log I'd suggest posting the logs and linking back here.
Sapphira D (Dracovian) Jul 3 @ 9:18am 
the swallow gene is bugged
for some reason after devouring someone it dissappears and never comes back and only shows regurgitate
Markhas Jul 1 @ 9:06am 
Hello, just trying this out, I wanted to do a naked brutality start, single snake person surviving in the dangerous world, my character swallowed a rabbit but it did not give her any nutrition. Is this a bug or as intended? It should give nutrition.
CombineElite19 Jun 30 @ 6:53am 
The snake peaple are a purple square with a snake head. This is my modpack https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3512839026 , i also have alpha genes, alpha bees, alpha animals and alpha memes installed threw game files
Wraith_Magus Jun 26 @ 11:59am 
I wouldn't say that the addermen raids are impossible to beat, but they are very hard to kill before at least some of them get within range, especially when they're naked. (And in my game, they have a nudist ideoligion..) They have a huge move speed bonus plus naked speed and ignore difficult terrain you might use like water to slow them down, plus they're small and therefore make a certain extra percentage of shots miss. Also, while devilstrand dusters are great IF you get hit in the torso, the problem is body part hit is random, and your whole body will take the 120% sticky acid burn if the game determines you were shot with acid in the pinky and aren't using acid-proof gloves, doing damage to your torso under that acid-proof duster a certain percentage of the time.
Wraith_Magus Jun 26 @ 11:58am 
Baiting fire onto something expendable like a turret, mechanoid, or an animal you don't mind losing is really the best way of handling them. (Or just sending the snek tribes offerings so they're not hostile like I did... VIPER is still hostile, but they at least come in more reasonably-sized raids rather than floods of dozens or even triple digit numbers...) I've managed to start handling it, but I've had to completely rethink my defenses, and put more value on heat armor than piercing...
Demelios Jun 26 @ 11:36am 
Not compatible with Vanilla extended make red errors
RedMattis  [author] Jun 23 @ 9:37am 
@Vien 'Quitonm, Wraith_Magus
It is available on 1.6 now. :)

@Hazardous
I'll bump up the raid value of the Addermen so the storyteller can't send as many of them.

They are meant to be dangerous little sneks, but perhaps not quite as dangerous as they've been for people. :)
RedMattis  [author] Jun 23 @ 9:35am 
@Rabbit Hex Echo Shard
That would be a little bit too much work. But I fully support someone else doing so if they wish to.

@Honeycomb
Only the snakeman faction really spams it (addermen). The VIPER faction sends less raiders and has a lot of other types of pawns.

Mechanoids (as Wrait_Magus said) are practically immune to it, while any armor with good heat values (devilstrand especially) resists it well.

The issue is usually when a pawn takes a big salvo to the face and end up drenched in acid. They might initially be fine, but end up taking a lot of damage before it goes away.

You can often also trick the snakes into acid spitting their own friends.

Finally, the snake tribe raids are kind of glass-cannons. Some have the acid, others a jump, but they end up walking through traps, or if you can actually lay down heavy fire on them they go down very fast.
Would you ever be interested in making a purely cosmetic version of this mod? I love the artwork and xenotype design, but want to avoid the abilities.
Wraith_Magus Jun 19 @ 9:46pm 
@He Hui - it counts as "heat damage," so there technically is a critical weakness to acid spray - mechanoids are (counter-intuitively) immune to acid. They spew their acid at the closest enemy as the very first thing they do, so simply putting a mechanoid up front to bait the acid spray and keeping your colonists out of the "splash zone" is a relatively reliable way to survive those. Just... expect the brave little agrihand to give its mechanical life for the cause after the snakes get to melee once they've disgorged their opening salvo.
StegosaurusTTV Jun 19 @ 9:43pm 
Only thing preventing me from trying out this beautiful race is their acid spray.. seeing everyone else's experience just scares me!!!
Wraith_Magus Jun 19 @ 2:38pm 
RedMattis is still active, so it probably will be updated. I'm not sure how many rewrites 1.6 forces, and it may not be right away, but I'm sure it's going to be updated.
Vien 'Quitonm Jun 19 @ 2:34pm 
Praying this is going to be worked on for 1.6. I represent all snake people.
TheSoundOfTrees Jun 18 @ 2:03pm 
@RedMattis : About the acid problem, I've noticed something. You say sticky acid should only hit external parts. I wonder if it is meant to be the same for the web attack of feralisks in alpha animals - but I've lost many colonists to a direct hit to the brain, with no other damage, from those too. Maybe the function that should limit the damage to external organs (whether it comes from a mod or the core game) doesn't work as intended ?
And it is the opportunity for me to thank you for bloating my genes and xenotypes lists. /bow
ГРЯЗНЫЕ_ЖОПЫ Jun 17 @ 10:37pm 
Hi, the race doesn't have heads and tails, and when they appear on the map, a huge purple square appears, I don't use HAR, what should I do?
Wraith_Magus Jun 12 @ 6:38am 
Yeah, I'll put another screenshot into the "sticky acid spray extreme damage" discussion, but if the idea was that this was just like the fire spew of impids, the impid's ability is SIGNIFICANTLY weaker than the sticky acid spray, and impids are 70+ raid points each, so naked addermen really need to cost more like 100 since they're both significantly more damaging and significantly faster.

Meanwhile, for players trying to deal with it, since it basically counts as fire, mechanoids should (counter-intuitively) be completely immune to the acid, and it's better to have a devilstrand duster than anything that is supposed to provide more armor on the outer layer. If you have at least 70% heat resistance on one piece of clothing (and you aren't hit in the hand), it's probably not going to be a one-shot downing. (Although because these are burn wounds, you're still GUARANTEED to get infections.)
Hazardous Jun 12 @ 6:15am 
Acid spit could use a nerf. A slave just maimed two fighters who put him down quickly who got messed up bad by the acid debuff's DOT
Enderfrog Jun 12 @ 2:42am 
Acid spit ability is stupidly op