RimWorld

RimWorld

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Illithid Xenotype
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Mod, 1.4
File Size
Posted
Updated
1.459 MB
20 Sep, 2023 @ 1:15pm
20 Sep, 2023 @ 3:11pm
3 Change Notes ( view )
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Illithid Xenotype

Description


Illithids are a race of psychically gifted, archotech-enhanced xenohumans. Armed with frightening mental abilities, they seek dominion over all. The scourge of every world they set upon, the illithids prey upon the weak and feebleminded, enthralling them into doing their bidding as mindless slaves. Yet an even worse fate awaits those strong enough to resist them, as upon capture they are infected with illithid tadpoles that rapidly change them into another illithid, adding the host’s unique strengths into their own ranks. Struggling in direct combat, they prefer to hang back, directing their thralls while floating above the battlefield and distributing their foes with their psychic abilities.


This mod add a new xenotype that makes more of itself with the use of tadpoles.
They usually need a lot of slaves to flourish.
This mod comes with careful balancing, custom sounds and a TON of effort.
Enjoy

This mod adds 1 xenotype,1 scenario, 1 weapon, 1 building.
You can't craft or build them and you need the custom scenario to access them.
The Xenotype will spawn natural in your game but does not have it's own faction.



New Objects








New Genes









The Xenotype is compatible with other xenotypes even modded ones!

Athena Framework additional visual effects


Nephilim Xenotype If you need some more sociopaths to your psychopaths
Vanilla Factions Expanded - Empire The royalty aspect would work quit well with it
Vanilla Psycasts Expanded to unleash the Illithids true potential
Det's Xenotypes - Stoneborn they make great slaves


SirVan yelled at me till the staff looked good.

Detvisor made the preview background.

Visander made the amazing Illithid Storyteller art.
Throw every single penny you have in his direction for the amazing Storyteller. https://ko-fi.com/visandar

Elseud made the illithid head and the descriptions.

Catlover made the descriptions for the scenario.


Popular Discussions View All (2)
9
29 Sep, 2023 @ 10:14pm
Can't Boot.
meowsterbater
2
19 Jun, 2024 @ 3:27am
Tadpole help
rainbowwilliam
269 Comments
Argon 9 Jul @ 2:41am 
Are we winning?
Atlas 18 Jun @ 5:14pm 
@TheWelshGath, I tried to make the guide easy to follow (Includes pictures and built in Windows applications, so you won't need to download anything special.)
Atlas 18 Jun @ 4:48pm 
@Shepherd Sean, I appreciate it! Deathfuse and I have some ideas and we're brainstorming. 1.6 could add some great stuff for what we want to do too.

Here is a link to my new discord.
https://discord.gg/bbw2qH2ehc

I'll get a write up for what to fix to make the mod work in 1.5 in my discord under the Illithid Mod (WIP) Category. We can't really test with the Unstable Branch of 1.6 because Vanilla Expanded Framework needs to be updated first. But hey, we may get lucky and it works in 1.6 without more changes. I updated all of the mods I've published, but I don't have many, so I do not envy the VE Team.
TheWelshGeth 16 Jun @ 10:55am 
@Atlas I would be very interested to know to get this to work for 1.5, I'd really like to give this a go. I have 0 knowledge of modding so if it's something I won't really get, then I completely understand.
Shepherd Sean 15 Jun @ 11:20pm 
@Atlas That would be super cool! I personally, like many others are more than fine to wait for 1.6, if your still interested at that point.
Atlas 14 Jun @ 5:06pm 
@ShadwDrgn, I am also concerned about the Cerebral Fluid tbh. I think it's hard to balance the Psyfocus as a metric for survival when the Psyfocus system isn't set up for that. However, I don't know if I want it to be a weird secondary psychic system. Even though I've already done that coding, I am debating if I am keeping it in a final product.

I will say that with the new expansion coming out, I am not looking to actively develop this for 1.5. There's a lot of great changes that I have seen in 1.6 so far, so I would prefer code with 1.6, and maybe even integrating some Odyssey features into it.

If you all just want it working for 1.5, I can provide instructions. It isn't a super difficult update (No C# assembly changes needed). I was thinking about getting a modding discord set up, since Steam isn't the best way to get quick and effective communication.
Shepherd Sean 13 Jun @ 7:36pm 
@ShadwDrgn That is a good point, sort of slipped me by.

100% It's just down Atlas if he's interested on taking that sort of project, especially since modding is free and time consuming. Best of luck to him and others if they show interest!
ShadwDrgn 13 Jun @ 2:19pm 
@shepherd the thing is he doesn't need permission to make his own version of the mod with assets provided by deathfase for example, and 1.6 is available on unstable branch for modders to use. It's just a matter of hoping they have time, motivation, and ability. :)
Shepherd Sean 12 Jun @ 5:45pm 
@Tiohzi It's definitely tempting for him to update the mod, I'd imagine.

But two big things get in the way, permission of course, and probably the 1.6 update coming soon with the new DLC.

Of course, the permission thing is paramount. I've reached out to one of the Mod Developers myself, but sadly they never got back to me, I'm assuming the mod is "sort" of abandoned, for the time being.
Tiohzi 12 Jun @ 5:03pm 
@Atlas update pls