RimWorld

RimWorld

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Vanilla Races Expanded - Fungoid
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Mod, 1.4, 1.5, 1.6
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3.360 MB
28. sep. 2023 kl. 11:49
10. okt. kl. 2:55
10 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Vanilla Races Expanded - Fungoid

I 2 samlinger af Oskar Potocki
Vanilla Expanded
110 genstande
Vanilla Expanded - Empire playthrough
148 genstande
Beskrivelse
[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 of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

The Fungoids are a new archite-dependent rare xenotype, inspired by the eerie depictions of zombies but with a distinctive RimWorld twist. Initially capable of rational thought, these genetically-engineered beings gradually lose their mental sharpness while their physical prowess escalates.

Delve into the lore of Fungoids, initially conceived as a military project to combat the Insectoid menace. Explore a vast array of unique genes! Immerse in the genetic diversity with new genes like Mind Coalescence, Gene Infector, Fungal Crest, and many more, each with unique effects and mechanics.

Experience the suspense and danger of the new Ship Part Crash event, where a fungoid ship crashes, unleashing a potential threat upon your colony.

The mod is laden with new items, mechanics, and a detailed narrative on how the fungoids interact with the world, their infection abilities, and their evolving physical and mental attributes.

Embark on a journey of genetic exploration and face the ancient threats that lurk within the cosmos. Watch as your favourite colonists turn into mutated fungal monstrosities, as they slowly succumb to husks of their former self.



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
























Mad Skills will overwrite our patches regarding skill loss

[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: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: How do I get my own fungoids?
A: There is no other way that waiting for the fungoid ship to crash, and then letting one of your colonists be infected. Simply don’t treat the infection, and your colonist will turn into a fungoid!

Q: What happens to existing xenotypes when colonists become fungoids?
A: They turn into endogenes! This means that a fungoid hussar will retain some hussar attributes!

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: Why are fungoids not zombies?
A: Fungoids are our own twist on a mutating virus. They were never meant to be a swarm of mindless husks that groan, moan and die to headshots. We want them to be stronger, more impactful and truly dangerous in numbers greater than 1.

Q: How do colonists become fungoids?
A: They need to be hit by a fungoid in melee. This will apply the Xenotype infection.

Q: Can I install the Gene infector gene on anyone?
A: Yes! And even better - it will change infected people into whatever xenotype infected them. Yes, you can make a catgirl that infects people and turns them into catgirls.

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

Q: CE compatible?
A: CE compatibility is handled on the side of CE.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Populære diskussioner Vis alle (1)
49
19. aug. kl. 13:01
FASTGJORT: Suggestions
Sarg Bjornson
457 kommentarer
Hugalafutro 12. okt. kl. 6:01 
Hi I captured an Ancient fungoid and while I'm converting her she constantly gets Ate human meat debuff. There ain't no human meat or raw fungus in any of my foods, she got fed Fine meal made from Jerky, chickpeas, rat meat (the finest meat in the mechanoid intrusion biome haha) and she immediately gets the Ate human meat moodlet.
Tookatee 11. okt. kl. 16:20 
You can also load this patch for this mod that'll keep the coalescence gene from appearing on new Fungoid pawns, that way you won't have to keep using the dev console every time a new Fungoid appears: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3464000177
Unex 9. okt. kl. 9:37 
You are most likely right, just that not much point in investigating which mods conflict if solution is that easy, at least for me.
Sarg Bjornson  [ophavsmand] 8. okt. kl. 14:20 
Unlikely to be the gene on its own, it sounds like a mod conflict
Unex 8. okt. kl. 8:23 
At least that is what I did in my case.
Unex 8. okt. kl. 8:23 
This error is actually due to the gene that has that shared mood mechanic. Use dev mode to remove the gene from pawn, and you can continue to play without this issue.
Wrath 8. okt. kl. 8:12 
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
[Ref 75C5CA2A]
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <51fded79cd284d4d911c5949aff4cb21>:0
at VanillaRacesExpandedFungoid.MapComponent_CoalescenceTracker.MapComponentTick () [0x000ff] in <c85041365e8047bf844d336d94141e2d>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <24d25868955f4df08b02c73b55f389fe>:0
Operator 2. okt. kl. 12:17 
There was a crash on my land 3 survivors, i took them all in and noticed that one of my pawns kept getting sick. So ok whatever a few days pass. then i see one of my doctors can't leave the room and I notice the hair of the pawn looks nasty af. so i draft my colonist and threw a grenade in the room when the fungoid pawn died my entire prison room was covered with that rot smell. omg, never again will i allow another one of these fungoid in my colony they are purge on site thank you Sarg now I have more targets Yippie :D
Sarg Bjornson  [ophavsmand] 2. okt. kl. 4:44 
hahaha
Hugalafutro 2. okt. kl. 4:37 
Absolute LOL @ the repulsive (or w/e it's called gene). A fungoid joined my colony, I'm always interested to see new xenotypes so I accept him. Some time later I notice people randomly vomiting. I think nothing of it - food poisoning maybe as I'm training some cooks. Few in game weeks later the whole place is covered in vomit and I can't figure why.

Well played sir, well played.