RimWorld

RimWorld

45 ratings
GTek's Factions - Spirits of Industry
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
9.699 MB
1 Apr @ 6:29pm
28 Jun @ 11:35pm
7 Change Notes ( view )

Subscribe to download
GTek's Factions - Spirits of Industry

In 1 collection by GrahammerTek
GrahammerTek's Mods
14 items
Description
West Armadean Exploits Co. (WAECO) is well known for its specialties in mining, energy production, and weapons manufacturing. As one of the earliest pioneers of deep-space mining, they've since expanded their reach to the outer limits of explored space.

During one of their trips they landed on the lush jungle planet of Sylvanari, thought to contain countless deposits of untapped oil. They soon discovered that this planet was also native to a curious plant-like alien species we now call "nymphs". Once the company began to develop their initial infrastructure, reports of nymphs gathering near oil refineries were a common occurence, likely drawn in by the increase in CO2 levels in the local area. After a quick deliberation, WAECO decided to domesticate these creatures to train them for work, citing their long lifespans and ability to sustain themselves almost entirely on sunlight and industrial runoff as beneficial for long-term employment. The project was a success, and many hundreds of years later, nymphs now account for roughly 80% of the workforce at WAECO across all active locations, with most of the humans being in upper management or security.

They've landed on this rimworld long ago, bringing their nymphs along with them. Since then they've spread throughout the planet, with some choosing to form their own independent civilizations.



This is a much reworked version of my previous dryad race mod, now with fully remade art and expanded content. I wrote the lore based on an inside-joke, don't take it too seriously. Contains 3 factions, with new apparel and weapons for the main faction. Each faction features the humanoid "Nymph" race. Additional information as follows:

Nymphs are a carnivorous plant-like race, which makes them quite different from humans:
- Nymphs heal faster than humans and can regrow a lost body-part every two days. They also won't bleed out.
- Nymphs can survive entirely on sunlight, but if none is available they will have to eat raw meat or corpses to survive. If Dubs Bad Hygiene is enabled they can also eat "compost", though they may not like it untreated.
- Nymphs are immune to ordinary diseases and infections.
- Nymphs are naturally very lethal in melee, and don't need a weapon to kill with their claws or fangs. This however makes them quite dangerous in social fights.
- Nymphs have very long lifespans, but can't reproduce normally.

Nymphs are adapted to perform specialized tasks around the colony. They are loosely based off of the dryad castes from the Ideology DLC. There are currently four nymph types included in the mod:
- Slasher: Has a very high natural skill in melee and some in shooting. Often has the bloodlust trait.
- Worker: Has moderate skills in crafting and construction
- Berrymaker: Produces 40 berries every 2 days, and also has some skills in plants and cooking. Has low skills in shooting, crafting, and construction.
- Queen: A rare type of nymph, capable of producing a nymph seed once every 20 days. These seeds can be planted to grow a nymph sapling, which takes 30 days to grow into an adult nymph. (Note: Due to how the game's code works, requires either Ideology, Biotech, or Anomaly DLC for the seeds to be plantable. Blame Tynan for that.)

Nymphs can be found in the neutral WAECO faction and nymph settlements, and the hostile feral nymph tribes. Due to their long history with humans, they are very accustomed to using firearms and even feral tribes will be found fighting using scavenged human guns.

Planned Features:
- Custom faction base generation
- Facial Animations Integration
- More Nymph types



Q: Combat Extended Compatible?
A: Yes, compatibility has been extensively tested. If you have issues with certain items not appearing patched, you may have multiple versions of CE installed which can cause problems during loading. Make sure you only have one installation of CE.

Q: Why did you make this a HAR race instead of a Biotech xenotype?
A: Not everyone has Biotech. Plus, I think HAR works better for races which aren't modified humans, which xenotypes do well. Feel free to make a Biotech version if you want, though.

Q: Can I impregnate the nymphs?
A: No. Find a queen to create more.

Q: Some weapons are already included in GTek's Arsenal 2.0, will there be duplicates in-game?
A: No, any overlapping content is implemented in a way that duplicates will not happen.



- Combat Extended
- GTek's Arsenal 2.0 (Increased weapon selection)
- Dubs Bad Hygiene (Allows nymphs to eat fecal sludge and biosolids. Nymphs also will have no bladder need)
- Vanilla Expanded Framework (Required for certain functionality, including mod settings)

Recommended Mods:
- Dubs Skylights and/or Rebuild: Doors and Corners (Nymphs like sunlight. Try placing skylights or glass walls near areas they frequent to help them stay nourished.)
- Rimefeller (The trees demand oil...)


[ko-fi.com]

Credits:
- Textures remade from my previous version of this mod, which in turn used modified textures from SinnerPen's Dryad Retextures mod. (used with permission) As such, most of the overall designs of the nymphs in this mod are based on his original designs.
- Combat Extended Armors for the jumpsuit apparel textures (used under license)

This mod is published under the Creative Commons 4.0 License[creativecommons.org]
34 Comments
hhsred09 5 hours ago 
ill cross my fingers and hope for the best. thanks for your work its very much appreciated
GrahammerTek  [author] 5 hours ago 
Currently there's a bug in 1.6 that broke the pawn render nodes feature for armor, which is what's preventing me from updating right now. I've reported the issue with the developers, and I'm currently waiting for a fix.
hhsred09 7 hours ago 
do you plan to update to 1.6?
PFC Calico 29 Jun @ 4:38am 
further info, I have been playing my tribe for 39 in game days so should realistically be on the cusp of getting a second seed
PFC Calico 29 Jun @ 4:38am 
Not sure I found a bug or at least a feature not yet implemented, the queen does not yet produce seeds, unless of course i am missing something. I used the backgrounds as suggested but she is a baseliner xenotype as you mentioned to not use bio's xenotypes. Should I have made them animakin or some such to get the queen to produce seeds?
PFC Calico 29 Jun @ 1:29am 
brilliant, thanks for the reply ^^ I thought a tribal start would need 1 berry maker, 1 queen and 1 slasher. if i were to solo is the queen the only way to get more colonists without capture/events?
GrahammerTek  [author] 28 Jun @ 11:31pm 
@PFC Calico - It should work as normal, the bonuses tied to each caste are added by the backstory instead of the pawnkind.
PFC Calico 28 Jun @ 3:58pm 
If I were to use the "add pawn from pawnkinddef" button in pawn editor do you know if an added dryad would have the abilities tied to the caste or is is cosmetic only? Looking at the listing of "nymph" you have queen, gunner, sec, trader etc. seems the game still treats these as individual.
GrahammerTek  [author] 22 Jun @ 12:25pm 
@LovecraftianIdea - The option might only show up for the crashlanding start currently, I'll see if I can fix that in a bit.
LovecraftianIdea 22 Jun @ 12:20pm 
Oh, to add further context, I've downloaded this mod and I do not see an area when creating custom pawns to make them Nymphs. I wanted to do a Nymph druid anima tree something or other run.