RimWorld

RimWorld

Ecto's Star Trek Genetics
58 Comments
ArcWolf713 11 Jul @ 5:25pm 
Once I get Odyssey (prob September) I plan to use it and this to have a crashed Runabout start.
MollyBerry 10 Jul @ 1:09pm 
tysm @Ectoplasmar I can't wait to do my first playthrough with this mod for Odyssey :TR:
Ectoplasmar  [author] 10 Jul @ 1:53am 
With Odyssey one day away, I've managed to actually update in time. I look forward to everyone being able to fly around with their favourite Star Trek races now.

I've also thrown in two of the races I've shown off on stream previously, Tibronians and Benzites. Nothing too crazy, but an added gift for those who've been supportive of the mod and my slow ass working on it!

Enjoy!
Ectoplasmar  [author] 4 May @ 12:43am 
I did play around with that naming convention initially, but without a better background of being able to code, it just ended up with a lot of family connections who visited or joined that didn't make any sense. A "Son of Gowron" whose neither parent was named Gowron, for example. I absolutely agree though, that would be a fun way to do it, connecting the backstory. I just don't know how.
imperator_d 3 May @ 5:10pm 
Suggestion on the naming issue: "son of" and "daughter of" are the most common surnames. Could just take it from the connections portion of the pawn's backstory too.
MangoCobra 22 Jan @ 6:11am 
If I have the time, I will!
Ectoplasmar  [author] 22 Jan @ 2:35am 
Just a quick note/advertisement. This new year I've challenged myself to stream on twitch. As part of that, I've already started streaming Rimworld every Friday - with this mod, a bunch of other community ones, and my own unreleased Star Trek mod content. If that's your thing, do stop by. You can find me at twitch.tv/ectoplasmar , and my Strange New Rimworlds streams from about 6pm GMT onward.

Thanks for tolerating the obvious plug. No pressure, obviously.
Fuffydud 5 Dec, 2024 @ 11:05am 
Thank you so much for all your work on this mod! I love seeing little (or big!) antennae-having blue and green people in a sci fi game.
MangoCobra 17 Nov, 2024 @ 8:13am 
Alright, no rush!
Ectoplasmar  [author] 17 Nov, 2024 @ 4:04am 
I'll give it a run through when I get the opportunity. I've just transitioned to a new computer, so modding related things are on the backburner currently.
MangoCobra 17 Nov, 2024 @ 2:29am 
Is there a way you could post a list of the genetics each species have?
That would make it easier to asign what faction they should be in!
Uriel Septim VII 28 Oct, 2024 @ 7:32am 
Thank you!
Ectoplasmar  [author] 28 Oct, 2024 @ 6:18am 
Those particular ones are my own. They've been a little tweaked since then, but the mod I'm making with them in is not available yet.

I haven't tried it personally, but 'Rim Trek - Apparel' has some similar uniforms in the meanwhile, since I'm very slow in my modding, especially at present..
Uriel Septim VII 28 Oct, 2024 @ 4:56am 
what mod did the uniforms come from?
Ectoplasmar  [author] 4 Sep, 2024 @ 1:54pm 
I've not been able to find anything I've messed up on my end regarding the incorrect dependencies. I think it's just a case of Rimpy's database being outdated for some reason when it comes to the data for my mod.
Ectoplasmar  [author] 3 Sep, 2024 @ 4:43pm 
Past midnight here, so I'll look into why rimpy lists it incorrectly tomorrow, but it no longer relies on Body Size Genes. I moved it over to Big and Small - Framework from Body Size Genes, due to it not updating. The links are on this page under required items. Hopefully that helps.
Syxx 3 Sep, 2024 @ 3:06pm 
rimpy is telling me this mod requires body size genes, but as far as i can tell, body size genes has not been updated to 1.5 and i know ive used this mod without it before. known issue?
Rokuni 22 May, 2024 @ 7:21pm 
Haven't played with it yet but glad to see star trek back on the rim
MsKarMagick 🖤 20 May, 2024 @ 9:15am 
Gotcha, thanks for the reply =D
Ectoplasmar  [author] 20 May, 2024 @ 5:22am 
I have played around with previous versions of Save Our Ship 2, and I do love what they've done for it. That said, I'm not quite sure what would be involved in that kind of endeavour, modding wise. I'd like to, I'll say that much, but it's something I'd have to look into when I've got further down the list of things to do.

At the very least I'm aiming for whatever I put together to be compatible on a surface level. The two mods seem like an obvious pairing for a full Star Trek adventure.
MsKarMagick 🖤 20 May, 2024 @ 4:50am 
Would you consider, once you have the factions mod done (if that's still planned =D) adding compatibility with Save our Ship 2 (it's finally out for 1.5!!) to add ship events with ships carrying the appropriate races for the factions they represent?
Ectoplasmar  [author] 12 Apr, 2024 @ 7:43am 
Please note, the mod dependencies of the mod have changed. However, it should now work correctly in 1.5 Please let me know if you encounter any visual abnormalities with the genes and how they layered on the characters - and I'll do my best to fix them.
surefirecure 11 Apr, 2024 @ 6:56pm 
This mod is my absolute fave. I love the idea of more Cardassian stuff too! Thank you!
Ectoplasmar  [author] 4 Apr, 2024 @ 3:46am 
In my head, and my plans, Genetics and Factions will eventually feed into an overhaul mod that I'm tentatively calling in my notes "Strange New Rimworlds". That will be research, production and decorative buildings/constructions - 3d chess, shuttlecraft, new wall and floor tiles - all the good stuff I know how to do. It's just a lot of art, and I know it will take me forever.

So my initial factions mod first, then more updates to both factions + genetics with a dominion/cardassian DS9 themed update. After that... the sky's the limit.
Ectoplasmar  [author] 4 Apr, 2024 @ 3:46am 
Generally I want to, I just constantly have to reign in what I want to do a lot in order to actually get something solid and complete for a release. And new art assets take me a long time to get right - since I'm not a natural artist.

However, the Romulans do already carry Romulan ale on them, Ferengi carry latinum strips on them, and by the time the update releases, I imagine I'll have the Klingons carrying around darseks and bowls of gagh around instead of regular rimworld meals. So there will be little things, but probably not furniture until later modding.
husagi 4 Apr, 2024 @ 2:43am 
oh wow that sounds good. i ' m really excited for it now. thank you for your answer.
by the way do you ever plan on adding food and furniture /styles that are iconic to the shows?
Ectoplasmar  [author] 4 Apr, 2024 @ 1:42am 
Absolutely it will be updated. Though some of the mods this relies on were only just updated, so I haven't got around to pushing the update at my end - mostly since I've been back hard and fast on the factions mod. That said, so long as those dependencies remain consistent, and the biotech xenotype code doesn't change before the 1.5 official release (it doesn't appear to have), this version, as is, should run with no errors besides complaining it's assigned to 1.4.

In other news, the factions mod is well on its way. Federation, Klingon and Romulan Empires, Ferengi Alliance and Orion Syndicate are all in game with unique clothing and weaponry for the first four - along with a bunch of extras on the way. The release to-do list is shrinking slowly. I'd love to show stuff off, but also I don't want to spoil everything. For now trust me, it's shaping up nicely.
husagi 3 Apr, 2024 @ 5:50pm 
are you planing to update this mod to 1.5?
Aravox 19 Jan, 2024 @ 7:02pm 
The Borg mod is broken anyways. I see you mentioning them in the Future Plans. If you could somehow make them it should be a separate mod, because you would need their own research tech, different weapons armor and the whole nine yards. as of now the Borg mod doesn't work properly, they can't assimulate properly.
MangoCobra 8 Nov, 2023 @ 3:56am 
Oh i don't need immersive, this is just perfect, thank you!
Ectoplasmar  [author] 8 Nov, 2023 @ 3:44am 
They're not currently in any factions, sadly. This mod just gives them as genetic templates (for the races) and their individual genes, Factions is the next mod I was working on, but it's on hiatus for personal reasons.

It's not a full faction mod, but as a workaround, I can recommend Xenotype Spawn Control (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891975564) where you can add the various races to existing factions. It's far from a perfect solution, and not that immersive, but it works.

Pakled are on my list of species I'd like to get to, behind some remaining federation ones. Given the slow progress though, and prioritising factions/weapons/clothing when I do work on it, it'll probably be a long while before I get to them.
MangoCobra 8 Nov, 2023 @ 12:04am 
Do they show up in any factions?
Also can you please add he Packled?
Eldritch Entomologist 14 Oct, 2023 @ 4:54am 
This is a fantastic mod; I look forward to seeing where it ends up! :steamthumbsup:
obsidian29 19 Sep, 2023 @ 11:31am 
If I may be so bold, author, I would like to encourage you to take care not to pressure yourself, or especially, not let the community pressure you to return to modding before you're ready.

As a modder myself I have felt extreme pressure to live up to the demands of the community in the past, and this has resulted in me becoming burnt out on modding and being unable to do it for years. In the end, taking care of yourself is utmost.

What you're creating here looks incredible and I look forward to playing with the other mod you're working on, whenever it be that you feel you will have fun returning to it. In the meantime, please take care of yourself. :)
Ectoplasmar  [author] 19 Sep, 2023 @ 7:28am 
By all means work on companion mods to this, you have my absolute blessing to. I'd personally love to see what you or other modders make of expanding it.

Sadly real life has got in the way a bit, and between general depression and relationship stuff, modding has taken a back seat for a good few months. I do hope to regain the spark to work on it, but for now factions are on a hiatus until that spark for life and modding returns.
doriansachio 19 Sep, 2023 @ 5:43am 
I love your mod. I decided to start working on a companion to it. Would be cool to coordinate if you are still working on it.
Ectoplasmar  [author] 9 Jun, 2023 @ 9:23am 
I appreciate the offer, but I'm still a long way off beta testing. Perhaps when I get closer to having it in a reasonable state.
obsidian29 8 Jun, 2023 @ 5:04am 
I'm in no situation to offer to help with development in any way, considering my mom's health right now, but if you need a beta tester with Royalty and Biotech I'm all for it. Windows 10, something of a potato if you need potato testing. Sadly I don't have Ideo.
Ectoplasmar  [author] 8 Jun, 2023 @ 4:25am 
However, that mod is a quite a way from being complete though, as I'm hoping to have Federation, Klingon and Romulan factions finished in the release. But beyond the Bat'leth and a little artwork for the Klingon armour, Romulans and Klingons are still very much in the planning stages while I focus on getting the federation right - with clothing (mostly complete for TNG, DS9/VOY and the TNG films uniforms), phasers that feel right (Still need to create art for the TNG films type 3 phaser rifle and VOY Compression rifles), and create a suitable range of custom Star Trek pawn backstories (so much writing to flesh out the faction, it's crazy).

It's slow, but it's on its way.
Ectoplasmar  [author] 8 Jun, 2023 @ 4:23am 
I'm not aware of any currently, but the sister mod that I'm currently working on for these races will have factions, including a federation culture associated with the federation faction. I can't remember exactly how it stands for now as I tweak it every so often, but it's collectivism with anti slavery rules and respect for diversity. It can also roll fun names for festivals, such as First Contact Day, or Admiral Archer Day.
Deltarno 7 Jun, 2023 @ 3:04pm 
Looking forward to trying this mod out. Any good suggestions for a good Star Trek culture mod?
obsidian29 2 May, 2023 @ 5:40pm 
oh my WORD

Instant subscribe.

As for Borg, I totally agree with what you said in the description. Seems to me Borg couldn't be a xenotype - it'd kind of break the immersion if they were. What if instead Borg had installed implants as hediffs, and the nanotubule implant allowed them the ability to inject nanoprobes, which would go about adding all the implant hediffs? It'd mean any xenotype could become a Borg. If you wanted to do 8472, they could have a gene which made them immune to nanoprobes.
Comton 1 May, 2023 @ 1:09am 
Very cool mod and nice plans for the future ! Keep going :)
Blutdrachen 30 Apr, 2023 @ 4:34pm 
@guy762 bloody Caride
Ectoplasmar  [author] 29 Apr, 2023 @ 8:20am 
I'll be updating the mod to version 1.01 shortly, in order to address several bugs to the races that I was made aware of, and also remove reliance on blood colour genes (though Vanilla Expanded Framework will still be required).

It may break some races in existing saves sadly, but to try to apologise and blunt the disappointment, I'm pushing Denobulans in early. I hope it makes up slightly for it.
guy762 27 Apr, 2023 @ 10:17am 
ATTENTION ALL BAJORAN WORKERS
SolarFlare1234 26 Apr, 2023 @ 3:30pm 
i wonder if we will ever know what the breen look like
parsleypunk 26 Apr, 2023 @ 12:37pm 
ooooh even if this is just cosmetic, I love it! all the other star trek race mods I've used are old and clunky, this is lightweight and looks good <3
CTH2004 26 Apr, 2023 @ 11:05am 
Makes sense, just when you can.

Also, maybe (eventually) with like the Andorians, you should have a small sub-species for the Aenar who are blind (Either use a new gene or make another mod a requirment), but have a high phsycic sensitivity, and can "see" using Psycics (A gene that improves eyseight more with better sensitivity. So, a psycically dull aenar can hardly see, a hyper-sensitive one can always see. But, the psycic drones blind them).

Maybe something for the vulcan nerve pinch and mind meld?
A simpler one is Tellerites should always have Abrassive, and maybe be immune to the negative effects of abrassive (They are fine with other abbrassive pawns). Maybe even make it so they will be argumentative instead?

so on and so forth. Just some ideas for when you get better at moding!

Feringi should be jelous, ect

If any of these are already implemented, my appologies (:
Ectoplasmar  [author] 26 Apr, 2023 @ 9:44am 
Honestly having a clear list of what each race has is something I should have put together in advance of releasing it. Most are purely cosmetic, like the Vulcan and Romulan "softpoint ears", but the Gorn do have a large speed debuff gene, which does have a gameplay effect. I'll see what I can do about getting a full list together, but it might take a little time, there's plenty of races to go through, and even more genes involved.