RimWorld

RimWorld

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Big and Small - Slimes
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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6.011 MB
28 Aug, 2023 @ 9:05am
21 Jun @ 9:29am
53 Change Notes ( view )
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Big and Small - Slimes

In 1 collection by RedMattis
Red's Workshop Mods
40 items
Description
Bouncy colourful slimes with an assortment of special abilities.

Supports [VL] Facial animations.

Features
Slimes use slime as their source of power, letting them jump, throw acid, heal, and other things depending on their xenotypes. The drawback is that the more slime they use the smaller and weaker they get.

Some types of slimes can also gorge themselves on food to become larger, than normal, though if taken too far they'll get slower, duller, and eventually will be useful for little else than blocking doorways from raiders.

Xenotypes


A slime in a roughly humanoid shape. They are best dealt with using fire while wearing acid-protective gear. It is believed that they are some kind of escaped rapid-evolving goo that has taken on a vaguely humanoid form. Another theory is that they descend from Pink Slimes which have turned into their current from as an adaption to a hostile environment.

Their jumps use up large amounts of the slim resource but will coat enemies next to the landing spot in sticky acid.






The elusive pink slime. These slimes were created for spaceship environments, especially search and rescue.

The "Heal Slime" ability can be used to quickly tend wounds to a high quality. Pink slimes can even use it on themselves.






Repulsive piled of sludgy waste capable of taking a vaguely humanoid form. Larger specimen will sometimes attempt to swallow smaller creatures whole. They are generally believed to have originally been some other type of slime, though some believe they were deliberately created as a weapon.

Toxic sludges can use up large amounts of slime to vomit sticky acid over a large area. They can also temporarily swallow smaller foes, though well-armed opponents will fairly quickly cut their way out.

Unsurprisingly no regular animal predators will try to hunt these walking piles of toxic goo for food.






Incredibly hot slimes which appear to be composed of molten lava. Considered a dreadful and common pest on some volcanic worlds. It is not known why they were created, but some believe they were originally intended as mindless heaters for extremely chilly planets.

Rooms will heat up in the presence of these slimes, and when they jump their spent slime ignite and damage their surrounding. They can also throw small globs of flammable acid.






Incredibly cold slimes which somehow dramatically cool their surroundings. Believed to have been created to act as part of a cooling solution for space-ships. Their sapience and somewhat humanoid form is likely an unwanted evolutionary development.

Their surroundings quickly cool down. More powers pending...






The emperor is probably named as such due to the tendency of being larger than the common green slimes, as well as the somewhat purple colour and crown like "horns". Said to possess psychic powers.

Psychic Warrior grants the Emperor Slime more power the higher their psychic sensitivity reaches. Aside of their psychic powers they are also large and very capable of coating the battlefield in acid.






The incredibly rare Elixir slime. These slimes were originally created by an archotech to act as a mobile healing vat. They tend to fare rather poorly in non-sterile environments without climate adjustment.

Elixir slimes can put a pawn in a smaller creature in suspended animation and slowly heal their injuries. If the target is ejected before all injuries have been healed there is a high risk of infection. With the exception of brain injury most scars can be healed and over several days even missing limbs. If the target is hostile they will be able to fight their way out.



Notes
The awesome slime and sludge character textures were made by .Phaneron.



Known Issues
None yet





Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (2)
0
29 Mar, 2024 @ 2:53am
Issue with Slime Corpses
AerosAtar
0
29 Oct, 2023 @ 6:45pm
Help! Cannot Engulf stuff for some reason
ShadowEater25
270 Comments
RedMattis  [author] 1 Jun @ 11:52pm 
@shidotoku
The Slime Core is basically a brain that has been relocated to the torso. Probably you're being a bit unlucky. It has a similar chance to being hit as a liver.

I could probably lower the odds for it to be hit though.

@Kovn
The Framework does support colonists with animal-like bodies such as that, but I've not actually set up any lil' sphere type slimes yet.

@tkgamer77
They should have a hunger rate of x125%, unless you have mods changing gene costs around. You don't need to keep them at a large size though, setting the target slime size to, like, 75% or something will make them eat a lot less.

@Chimbo
I'll look over the acid damage later, or maybe just raise the pawn cost of the slime raiders.

I would suggest trying to use fire against the slimes if they are proving troublesome. Half of them fear fire, and almost all of them are extremely vulnerable to any sort of fire damage.
shidotoku 31 May @ 5:39am 
I've made a custom slime xenotype with genes from this mod, but it keeps getting randomly one-shot to the slime core in melee, armor or no armor. Just now an arctic coyote insta-gibbed my 20 melee slime colonist on the first hit. Am I doing something wrong or missing something, or is this an intended drawback to slime colonists?
Hebrux 15 May @ 3:10pm 
That Time I got Reincarnated as a
Nevermind
Kovn 13 Apr @ 5:16pm 
anyone know if there's a way to make the slimes look like an OG slime (like the lil sphere)?? I'd love to be able to have a slime blob form and a slime humanoid form, just not sure how to go about it or if possible...
tkgamer77 7 Apr @ 10:13am 
Loving this mod, I just wish my toxic slime colony wasn't so voracious. It's everything they can do just to eat and sleep, lol.
Chimbo 6 Apr @ 2:21pm 
Is there any way you could add a config file that lets us tone down the severity of acid? I'm so tired of the myriad of acid-based xenotypes in your mods (which I am otherwise very happy with) being by far the most dangerous enemy on the map at any given time. Even a centipede cannot flip a coin to instantly kill a colonist the moment they enter sight range, yet anything with acid leap or spit essentially guarantees death or dismemberment in an enclosed space, no matter how pathetic the enemy pawn might be otherwise.

I suppose this would be better placed on the main Big & Small file but this popped up first, so whatever. Thanks.
RedMattis  [author] 10 Mar @ 1:38pm 
The slimes randomly shrinking down (yes turns out it was a Ludeon bug) should be fixed now.

Verify files, or resubscribe to the B&S Framework.
RedMattis  [author] 8 Mar @ 1:27pm 
@GalacticSeal
Ludeon messed up their UI Resource Bar settings when they released 1.5 and they do some really hacked workarounds that can result in it getting set to weird values when being set up.

I think I got it reliably avoiding that reset-issue in the latest few versions, so you could try verifying files if you still get the issue and see if that helps.

If not it might be a mod interaction. Or I've just not managed to reproduce the issue.
GalacticSeal 6 Mar @ 5:55pm 
Seems to have an issue where the settings for slime level on your pawns keeps randomly being reset to a random value whenever you reload the game; gets pretty annoying trying to scale back up the slime pawn because they randomly decided to become small again on their own (also seems to have an issue where the slime level doesn't properly update the character size). Other than that issue, great mod!
Syilumi lunari 6 Mar @ 11:43am 
ima give up on rimworld mods are broken and people are mean (not you redmattis just someone else that was abhorrent to me because their mod was broken)