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RimWorld

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Aspero Race
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.640 MB
4 Aug, 2021 @ 1:29am
28 Jun @ 11:13am
26 Change Notes ( view )

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Aspero Race

Description
A race of reptilian xenohumans that are good at building. Genetically engineered to prepare hostile worlds for colonization by glitterworld societies.

Intended to be mostly Rimworld lore friendly, free of most extraneous features like extra weapons or apparel, and while I did not study any art rules I tried to keep a vaguely vanillalike minimally featured look to try to keep things from looking too out of place.

Advantages:
A combination of human and dinosaur DNA, they are larger and hardier than the average human, 10% larger and with more base hp than normal as well. They are also tolerant of high temperatures and resistant to high levels of toxic compounds. They can mine and construct 20% faster than normal, and have low flammability, making them good for firefighting combined with their high temperature tolerance. They quite enjoy the taste of raw meat, and gain small mood buffs from eating it, at the risk of food poisoning.

Disadvantages:
Their digestion is less efficient than the average human, so they need more food, and can't digest raw plant matter at all. Fortunately cooking breaks down the food enough to make it digestible regardless of ingredients. They also lack manual dexterity and agility, giving a 20% malus to the speed of most detail tasks like surgery, and a reduction in move speed. While they should not be considered stupid, they also tend to have difficulty thinking outside the box, cutting base research speed in half. They are more vulnerable to cold, tending to be uncomfortable even at room temperature, and suffer a more serious version of insectoid's cold slowdown instead of hypothermia.

I don't care about words, give me numbers
Ask and ye shall receive.
Stat
Human
Aspero
MoveSpeed
4.6
4.2
Base HP
100%
110%
ComfyTemp(C)
16 - 24
23 - 45
Flammability
70%
50%
MedicalSpeed
100%
80%
ResearchSpeed
100%
50%
LearningFactor
100%
70%
ToxicSensitivity
100%
50%
PsychicSensitivity
100%
75%
MiningSpeed
100%
120%
ConstructionSpeed
100%
120%
Carrying Capacity
75
85 *
BodySize **
1.0
1.1
NaturalArmor (Slash/Blunt/Heat)
0% / 0% / 0%
10% / 5% / 30%
Hunger
100%
115%
* Unmodded carrying capacity maxes at 75. But a higher value should offset capacity loss from injuries.
** Body Size is a complicated stat with many many effects, increasing some values beyond their base and making some values worse. For example a higher body size increases hp values of all parts, but also makes an easier target for ranged attacks.

These values are for if you do NOT have Biotech. If you have biotech many of these stats are controlled by genes instead, and may differ slightly.

Bodies?
Aspero have a number of features from their dinosaur genetic donors. They have scaly skin, tails, horns and digitigrade legs with 3 toes on each foot. They are also engineered to have 2 sets of ears, to allow them to wear construction helmets and headsets without losing the ability to hear their surroundings. Their faces look much like old Earth Fantasy dragons, which was simply in vogue with GE species at the time of their development.

What does the mod come with?
While I am quite the fan of other race mods I prefer to keep things simple.
  • The race comes with 2 factions, one pirate one friendly, that each should be able to be disabled at worldgen if desired.
  • As of 8/9/2021 custom sprites for bionic/missing eyes.
  • One additional penned creature called a Meatdrake, a large modified iguana that eats a massive amount of plant matter that can be sheared every couple days for a small supply of meat. It's not efficient...at all. I'd rather err on the side of underpowered than overpowered.
  • A few replacement tails, a basic replacement, a weaponized replacement, and a bionic replacement.
  • As of 8/4/2021 A Starting Scenario and very basic player faction.
  • No new apparel.
  • No new weapons.
  • XML only.
  • Final Destination

Known Bugs?
  • Hats and helmets sometimes fit funny. I reduced the height of their muzzle in front of the eyes to make it look a bit more normal, but there's only so much that can be done with significantly animalistic head shapes.

CE Compatible?
As of September 7th 2021 a patch was integrated into CE itself. I don't play CE in my normal play, but I tested a colony for a few quadrums and didn't encounter any major issues, so it should be good. Thanks CE github and discord team for your assistance!

Other Compatibility?
Works with Royalty and Ideology. And while the mod was worked on since before even royalty it's only confirmed compatible with 1.3 and 1.4. As the mod functions entirely through XML there should be minimal compatibility issues with other mods. I actually play with a significant modlist myself and have not found any obvious problems over years of playtesting as a personal mod.

If anyone wishes to work on compatibility patches for other mods that specifically need them, feel free. I've put notes throughout the xml that will hopefully give an idea how I would like them to function in various ways. Translations are also welcome, but I have no idea how translations work for Rimworld, so I might not be able to help much there.
If I suddenly fall off the face of the earth others are welcome to update the mod as needed to keep up to date with Rimworld and DLCs as well. Just don't sell it, (donations are fine) and don't be a jerk.

Other notes:
Feel free to use the mod to learn how to mod things yourself. This mod was added to little by little over the course of a few years graduating them from star trek style forehead aliens using human heads and bodies with funny hair, to a full on genetically engineered race. So it's probably not the most readable XML, but surely there are useful things in here someone could learn from.

Special Thanks:
  • Tynan and all of Ludeon for this wonderful game that stole my life.
  • The Alienraces team wiki and discord for putting up with my stupid questions.
  • Benji for the shiny new workshop title image!
  • Seanggag for the Korean translation!
  • The Combat Extended discord for also putting up with my stupid questions.
  • ZeroPhoenix assistance with learning what is possible with patch operations.
  • The rimworld modding community in general for xml examples and how-tos
  • Mom.
Popular Discussions View All (2)
3
17 Jun, 2023 @ 4:27am
Error when using mod and when using aspero starting scenario
DRAGONHANDS
2
30 Aug, 2021 @ 8:27pm
error when using the aspero starting scenario
Jegon Chéserex
65 Comments
MoonDoggie 11 Jul @ 8:31pm 
Awesome work
Greiger  [author] 28 Jun @ 10:59am 
I have also unfortunately at least for now nixed the idea of a version that removes the Humanoid Alien Races dependency. While it's possible there are number of things I just can't seem to be able to do without the HAR dependency, and I wasn't satisfied with the Frankenstein I had created.

Maybe sometime in the future, but if that happens it would be listed as a separate mod anyway.
Greiger  [author] 28 Jun @ 10:47am 
Updated to 1.6 seems to work. But for now requires the in development version of HAR until they finalize the changes to the workshop version. The dev version can be found on the github linked on their main page or here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2640710953
Greiger  [author] 23 Sep, 2024 @ 12:36pm 
Well the mod was actually made before that, technically I've been working on it since before the first DLC. I am looking into turning them into a full xenotype race, but I like some of the features the Alien Races framework brings to the table, (Tails and horns actually being a bodypart for example) I'll have to look into if and how they have implemented that into xenotypes.

At any rate if it's done I would either wait until there is a save breaking Rimworld update or DLC, or I'd release it as a separate mod, for the sake of not breaking people's saves. Going full xenotype would also make the mod require biotech, which unless HAR changed it should not require any DLC as it currently stands.

I absolutely need to do a equipment pass on the colonists, when the mod was first created I didn't fully understand pawntypes. But work and illness has been keeping me busy.
Feral Silver 27 Jul, 2024 @ 6:16pm 
So question, i know this mod was made around the time biotech dropped and therefore the pawns themselves are split into a faux xenotype and a separate alien race.
I was wondering if it was time to just have them be the xenotype. At current, they're only baseliners with extra genes, so they pop up even if youre doing just a base crash landed start.
Also sidenote, there might be something wrong with their starting values i keep getting colonists with biocoded weapons and full flak everything.
I really like this mod just asking for a little polish
Greiger  [author] 11 Apr, 2024 @ 6:46pm 
1.5 compatibility should now be done. It at least doesn't show 3 pages of errors on load anymore.

Tentative Anomaly support is also in, but it's mostly based on a number of assumptions, as I don't think anyone myself included has managed to more than scratch the surface of the new DLC yet.

Aspero should function more or less the same as a normal human when it comes to Anomaly content, but be aware it has not been thoroughly tested.
Greiger  [author] 11 Apr, 2024 @ 3:54pm 
Just got home from work, I plan to update soon. Wanted to do the DLC updates if any were needed and the 1.5 updates all at once. Right now I'm at the point of trying to run it ingame and see what needs to be done to update.

I don't think it will take too long, but sometimes simple things turn out not so simple.
Wubwub 11 Apr, 2024 @ 10:21am 
Yo! Is this gonna be updated for 1.5?
Greiger  [author] 16 Jun, 2023 @ 4:21am 
Sorry been away a bit work has been keeping me busy. From what it looks like I think it has to do with the genetic settings, seems skincolor genes are overriding the racial colors. I should have a fix later today or early tomorrow.
DRAGONHANDS 1 May, 2023 @ 1:47pm 
Hello, I'm playing on 1.4 (with Biotech) and all of the aspero starter colonists being generated have the same golden skin (scale?) color. Last time I played with this mod, they all had different colors. Is this a bug or a side effect of Biotech genetic settings?