RimWorld

RimWorld

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Vanilla Races Expanded - Fungoid
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Mod, 1.4, 1.5, 1.6
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3.359 MB
28 Sep, 2023 @ 11:49am
8 Jul @ 8:20am
7 Change Notes ( view )
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Vanilla Races Expanded - Fungoid

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

The Fungoids are a new archite-dependent rare xenotype, inspired by the eerie depictions of zombies but with a distinctive RimWorld twist. Initially capable of rational thought, these genetically-engineered beings gradually lose their mental sharpness while their physical prowess escalates.

Delve into the lore of Fungoids, initially conceived as a military project to combat the Insectoid menace. Explore a vast array of unique genes! Immerse in the genetic diversity with new genes like Mind Coalescence, Gene Infector, Fungal Crest, and many more, each with unique effects and mechanics.

Experience the suspense and danger of the new Ship Part Crash event, where a fungoid ship crashes, unleashing a potential threat upon your colony.

The mod is laden with new items, mechanics, and a detailed narrative on how the fungoids interact with the world, their infection abilities, and their evolving physical and mental attributes.

Embark on a journey of genetic exploration and face the ancient threats that lurk within the cosmos. Watch as your favourite colonists turn into mutated fungal monstrosities, as they slowly succumb to husks of their former self.



Vanilla Races Expanded - Fungoids adds following mechanics to the base game:
























Mad Skills will overwrite our patches regarding skill loss

[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: How do I get my own fungoids?
A: There is no other way that waiting for the fungoid ship to crash, and then letting one of your colonists be infected. Simply don’t treat the infection, and your colonist will turn into a fungoid!

Q: What happens to existing xenotypes when colonists become fungoids?
A: They turn into endogenes! This means that a fungoid hussar will retain some hussar attributes!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Why are fungoids not zombies?
A: Fungoids are our own twist on a mutating virus. They were never meant to be a swarm of mindless husks that groan, moan and die to headshots. We want them to be stronger, more impactful and truly dangerous in numbers greater than 1.

Q: How do colonists become fungoids?
A: They need to be hit by a fungoid in melee. This will apply the Xenotype infection.

Q: Can I install the Gene infector gene on anyone?
A: Yes! And even better - it will change infected people into whatever xenotype infected them. Yes, you can make a catgirl that infects people and turns them into catgirls.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: CE compatibility is handled on the side of CE.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
46
20 May @ 12:10pm
PINNED: Suggestions
Sarg Bjornson
412 Comments
Hamacelos 11 Jul @ 10:44am 
since the suits they are wearing are space suits, any chance they could provide vaccum resistance?
The Doom Slayer 9 Jul @ 10:57am 
@Titan i think alpha genes has that vundabar
Tookatee 7 Jul @ 4:54pm 
Titan 7 Jul @ 10:47am 
Might I ask for a Gene Infector version specifically for Endogenes?
Tookatee 2 Jul @ 12:48am 
@Modazem Just made a patch for this mod that does just that!

Check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3514395291

The rest of my patches for this mod can also be found here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3435047193
Marmot 1 Jul @ 4:57pm 
I have a question, how does the fungal flesh gene interact with the fungus tenant from the ideology DLC?
Modazem 1 Jul @ 7:43am 
Is there a way to alter the rate or completely turn off the Fungoid Ship Crash?

It got real tiresome doing tribal playthroughs and having 3 ship crashes per year with no real way of fighting off the fungoids because I don't have the manpower nor weapons to begin with, and ending up being cursed with my entire colony succumbing to the infection by the time the second ship drops.
Tookatee 9 Jun @ 4:42pm 
@exBeNN Here is the submod to remove that vomiting gene from this xenotype, note it will only affect newly spawned fungoids so you'll have to manually reapply the fungoid xenotype to your prisoner using the dev console. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3433197206

If you are interested in other QOL changes for this Xenotype, checkout the collection the mod is apart of.
Wave5 8 Jun @ 5:41pm 
If I have colonists who have turned into fungoids, do I need to create a new genotype to change them back with a gene assembler, or would I need a mech serum to remove the infection (since they didn't develop immunity and turned)? Or is it both? Thanks
Sarg Bjornson  [author] 5 Jun @ 10:48pm 
It won't change, as it is exactly the way we intended it to be. People have made submods to tweak things more to their liking