RimWorld

RimWorld

60 ratings
Lemolim Race (Deprecated)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3
File Size
Posted
Updated
682.325 KB
29 Mar, 2021 @ 5:50pm
12 Sep, 2021 @ 6:55pm
8 Change Notes ( view )

Subscribe to download
Lemolim Race (Deprecated)

Description
The 1.4 version is finally ready. Check it out here.

Lems of the Rim: Lost Ones

Adds playable race of a small petite invasive cat-like alien species with abnormal regenerating powers to Rimworld. While there's plenty of lore about these creatures behind the scenes, let's just say they're certainly not of this (rim)world. They have green or yellow fur, cream colored head/facial hair, and every single one of them have glowing neon green eyes.

Strengths
The minor strengths of these creatures is the improved ability to farm, hunt, and scavenge, so expect them to harvest crops and trees at a more efficient manner. As well as being able to pick bones clean of every bit of meat when they butcher. And find use of every single part when shredding mechanoids.
They can also tolerate the heat alot more, due to them being adapt to desert and jungle environments of their homeworlds. They won't complain about being in darkness as they have natural night vision, though it won't help them work better in the dark and they will still complain about being cramped indoors. They also don't complain about being naked, unless it goes against their Ideology.
Lemolims see no problems butchering and eating Xenos (this includes humans)*, but will have a real big problem if they cannibalize their own (and aren't cannibals themselves), and they still normally think bug meat is disgusting. They also have a naturally high immunity speed, but cannot get the super-immune trait. Lemolims also move slightly faster than humans with their catlike reflexs and body structure. Due to them being used to living in rough situations, they are slightly more mentally abled than a human and won't be as easy to mentally break.

Soulfire
The most notable strength of a Lemolim comes from their permanent ability Soulfire, which allows them to slowly regrow missing body parts when they're destroyed (or harvested) via Soulmend. However this comes at a cost, it is a painful and calorie consuming process to regrow body parts, and a body part that has started regrowing is completely useless during the first half of it's growing phase, and having reduced functionality during the second half. Also Soulfire increases their healing factor and reduces their bleed rate.

Lore behind Soulfire is that a Lemolim's soul burns like the hottest flame, and protects them. It is said to be a gift from their twin sun gods from their home star system, and this power is more stronger when they're in said system. The lems we face here are at their weakest (or even weaker in the lite version).

Weaknesses
While Lemolims can cook fast, they are terrible cooks, and are more likely to cause food poisoning early on in their cooking careers. And proper sterilization isn't well practiced among Lemolims, so there will be penalties in health care, including surgery chance, and also means slower research. While their soul burns brightly, the physical shell of a Lemolim can't handle the cold, as their bodies are more accustomed to the warmer environments, embarking in a cooler region can result in an easy hypothermic death for an unprepared Lemolim. Even what humans would consider room temperature is a little chilly for a naked Lem, keep them well clothed.
These creatures generally do not trust other xenos (and generally vise versa), they have a higher chance rolling the Xenophobe trait, only in rare cases or in cases of a certain backstory they'll roll Xenophillia. Cannibals don't get any positive cannibalism moodlets from eating Xenos, it has to be other Lemlings.*
There's also a very very slight increase in Lemolims getting carcinoma as they age due to their increased cellular regeneration.

But the biggest weakness by far for Lemolims are their small fragile bodies, they have less health and carrying capacity than humans, and are slow constructors and poor miners, on top of that, their mining yields are somewhat reduced. They can't handle as much pain as a human, and since regrowing body parts is painful, they can reach that point really quick.

Factions and Scenarios
There's also two Lemolim factions, the Cautious Tribe, which are initially hostile in Lemolim scenarios, but can have their relations improved. And there's the Vengeful Pirates, which are permanently hostile, and have tough units mid-late game.

There's two scenarios included, a tribal and a challenging crashland one. There's also a decent amount of backstories for both tribals and crashlanded, all having their own strengths and weaknesses. Some also forcing/forbidding traits, as well as disabling certain jobs.

Ideology:
The Cautious Tribe are always a Collective as everyone must serve a role for the tribe. The Vengeful Pirates are always Supremacists and Raiders because they are.

Both factions have blindsight and pain is virtue memes disabled, and acceptable organ use precept is disabled. The Cautious Tribe also cannot have Transhumanist and Raider.


Future Ideas so far
Add Bitsou Trees and Fruit.
More lore
Interactions with other mods.
Add Lemolim-based weaponry. (add-on)
Make eyes neon green and/or possibly glow
Add more Soulfire powers
Add more elite enemy units, maybe get the Agency or Solarlim Cultists involved. (add-on?)


Minor Issues and Notes
Classic: While Bloodlust Lemolims still get happy at the sight of killing, they can't get mood bonus from wearing Lemolim leather, nor there's a mood penalty for non-crazies wearing them.

Issues with a few storylines that revolve around cooking and butchery.


Ideology: While enemy Lemolim factions have meme and precept restrictions, player lem factions are untouched, I HIGHLY recommend to not pick blindsight (without mods to add in fake eyes), and scarification precept, as Lemolims will regen these permanent injuries. Or instead pick one of the enemy lem faction cultures or classic.

*Lems will be effected by the Eating Aliens precept when it comes to eating Humans and other Xenos. But if Eating Aliens is accepted, Cannibal lems will still only be satisfied by Lemolim meat. In fact alot of Ideology might effect how Lemolims act in Rimworld differently, though in lore Lems as a whole have many tribes with many varying beliefs.

Mods: No CE support on my end, but MIGHT have CE support on their end.

With Death Rattle, certain missing vital organs will not regrow fast enough to save Lems from certain fatal conditions, at least not without medical assistance. Also Lems may not recover from the brain damage hediff, this is lore accurate, while their brains can heal from physical damage and scarring, it doesn't mean it always fixes alterations to it's programming through health issues and trauma. The brain is a complex organ even to them.

Version 0.9
Popular Discussions View All (5)
0
24 Aug, 2021 @ 8:41pm
PINNED: Current Progress Topic (On Hold)
SoulessOne
0
22 Jan, 2022 @ 12:17pm
Lemolim vs Human Stats Comparison
SoulessOne
0
12 Sep, 2021 @ 12:14pm
Lemolim Backstory Mechanics (spoilers)
SoulessOne
35 Comments
SoulessOne  [author] 15 Oct, 2023 @ 2:55pm 
Alright 1.4 is finally ready it can be found here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3051820897
SoulessOne  [author] 12 Oct, 2023 @ 7:27am 
Well I got some good news everyone, we're currently in the process of porting these alien fruit kitties to 1.4. We're mostly focusing on actually trying to port them before actually adding anymore features atm since there's been alot of changes to HAR.
Backrevol 6 Feb, 2023 @ 12:47am 
I hope this mod not abandoned,realy miss them in 1.4.
Max jamón 5 Jan, 2023 @ 9:06am 
The mod is great congrats, although it is marked as 1.2 compatible when in fact it is not, doesn't even have a folder corresponding to the 1.2 version, I figured it was incorrectly tagged, mentioning just so everyone is aware
Feral Silver 5 Nov, 2022 @ 10:08pm 
love this mod, very excited to read what you have planned for 1.4. Thanks for making this mod!
Maritisa 23 Jan, 2022 @ 1:29pm 
Fair enough, I think I recall those in fact!

I use "Time-Based Dangers" if it helps. Was on default settings at the time. It could be that mod acting quirky though and may not have been your mod's fault at all, not sure honestly.

It's neat to see you're still actually working on these guys here and there. Thanks for being cool mod devs :D
SoulessOne  [author] 22 Jan, 2022 @ 12:45pm 
@Maritisa Just because they can heal brain damage doesn't mean they can't suffer permanent effects to their programming from it due to age, disabilities, or trauma, there's even a few backstories that mentions Lems with handicaps that prevent certain works. The brain is still a rather sensitive organ for them.

As for the Lemolim raiders, it's intentional that they have hard endgame units. As for them not respecting time scaling, I might look further into that, thanks for bringing that up.
Maritisa 21 Jan, 2022 @ 3:24pm 
While I'm here, what I will say is I'd love to have a FacialAnimation compatibility patch for them, make 'em look more like your cute thumbnail up there ingame. It seems like few people know about their existence since absolutely nothing else shows up when you search "Lemolim" so unless somebody feels generous I may need to just pitch the idea to you here?

...and one other strange oddity is that I think that Lemolim Raiders don't respect time-dependent difficulty scaling the same as other factions...? Could have just been coincidence, but in a wealthy earlygame colony where most raiders were still getting a feel for my strength, the cats came at me without holding anything back. Seriously messed up that colony. On one hand that's lowkey fitting that they'd pull no punches against aliens but on the other I don't think that's intended lol.
Maritisa 21 Jan, 2022 @ 3:23pm 
I love these li'l fruitcats. They don't have the same level of "this is a race mod but also basically a content mod" that Ratkin or especially Kurin have, but what I love about them is the abundance of fleshed-out backstories. They really feel like they have a culture they came from and I can't really say that the same way for the (tragically) poorly translated KR race mods.

That said, soulfire is such a unique mechanic that it kinda compensates for them having no unique technology of their own. Having colonists you know will come back from their worst in decent condition is awesome. And I love how you acknowledge that, yeah, it really can be used for awful purposes, in their backstory. Cause I mean, these little guys can even heal off brain scars. Though it won't do anything for Trauma Savant... Is that intentional? How's that work in their lore?
Uncle Nanny 31 Dec, 2021 @ 5:00pm 
The dev on the other mod addressed the issue.