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RimWorld

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Big and Small - More Xenotypes
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Mod, 1.4, 1.5, 1.6
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10 Apr, 2024 @ 1:09pm
21 Jun @ 9:30am
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Big and Small - More Xenotypes

In 1 collection by RedMattis
Red's Workshop Mods
41 items
Description
Mimics, Spider people, and probably more xenotypes to come.

Because I felt like suddenly sticking spider-people and stuff in Big and Small Races might traumatize people more than intended (and break the Norse-theme).

This can be considered the "...and more!" mod of xenotypes. As of writing it is just 4 xenotypes, though a 5th was developed and then chucked into the Big & Small Races mod (Trolls).

Xenotypes
Mimic

These friendly fellas like to brutally murder people, feast on their flesh, and then if there is something left they will wear it as a skin. Fortunately closer examination reveals their inhuman anatomy. Most variants around are believed to have been created as thieves and assassins.

Mimics have the unusual ability to take the physical form of a dead body, adding all of its genes as xenogenes. They can at any time either integrate them into their genome permanently, otherwise they will lose the genes when they stop mimicking their victim.

If HAR is used they will have a special body setup.



Weaver

Despite the innocent-sounding name the weavers are vicious and unlike what you'd expect from a web-making spider they are more known for running down their victims or pouncing on them from above.

While they are infamously murderous they are despite rumors not actually any no more cannibalistic than baseline humans. They also produce a large amount of silk that is of a quality comparable to Synthread.


Weavers produce fairly large amounts of Synthread, and if kept under control a handful of them can easily supply an entire colony. While some might have a tendency verging on murderously insane they are also quite capable fighters.

With HAR active they will get a proper spider-body with all the legs you'd expect.

Devilspider

Devilspiders produce silk comparable to devilstrand. They are believed to be bioengineered on an Urbworld by a corporation displaying the rare trait of relative sanity by making effort into making their spider xenotype not be impulsively murderous.

Despite the fearsome name they are better known for their tendency to bury themselves in pillows and blankets as well knitting toques and scarves for anyone who will wear them.


Devilspiders are highly valuable as colonists, being mild-tempered, sturdy, and able to produce small amounts of devilstrand. While not inclined to fight they are highly lethal when so required.

With HAR active they will get a proper spider-body with all the legs you'd expect.

Abomination [1.5 Only]

Ew. Who let this thing out?

Abominations are walking, talking, living cancers with a mess of malformed arms and a slug-like tail instead of legs. Most monstrosities like this are likely escaped failed experiments from some manner of lab, and some have despite everything has retained some semblance of mind.


They possess the unsettling ability to steal a highly random number of genes from corpses they devour. If they are pleased about the genes they can integrate them permanently, otherwise they can choose to purge their xenogenes at any time.

Their initial set of genes are absolutely awful, and they are forced to use their gene-eating ability to survive.

With HAR active they will get a frightening set of limbs.

Broodmother

A failed genetic experiment. The intent was for the creature to be used to breed more lucrative creatures without passing on its own genes, but an error in the design resulted in many of the creature's own genes still being passed on.

Broodmothers never stop growing and will grow until their bones and organs can no longer support them.


I'm going to be honest here, I wanted to create some big bloated insectoid-like queen, but I don't have any bug parts in the mod, so you're going to have to deal with another big weird VIPER-made snake for now. Made the Hive Queen below after deciding to just steal Sarg's work.

Suggested use: extract ovum. Fertilise. Implant ovum. Since they look dreadful and have low fertility they don't really get into relationships or reproduce unless gene-modded to be more appealing and 'eager'.

Hive Queens

A genetically modified "hive queen" based on previous research of hivelings. In a stroke of irony it compatible with most xenohumans, but it actually not cross-fertile with hivelings. Unlike Hivelings these creatures were created via genetic modifications rather than xenogerms.

These Hive Queens are a suitable start of a caste-like hive of bugs. Just make sure to stick Binary Inheritance and recessive genes on all the bugs too.

Can also be used to breed literally any other xenotype without mixing in bug genes thanks to the recessive genes.

Requires Alpha Genes. Inheritance Genes requires Better Gene Inheritance.


Factions
The mod does not yet have any factions of its own. The xenotypes can be found randomly or they can be encountered from the Viper faction or Yokai union

Compatibility
Some optional cosmetic genes require Rimworld Anomaly.

Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (2)
3
28 Jun, 2024 @ 12:20pm
Error with Weavers and Death
FiauraTheTankGirl
0
11 Oct, 2024 @ 7:36pm
Where is the swallow ability and what is HAR?
Vendaplay
102 Comments
RedMattis  [author] 13 Jul @ 12:24pm 
@gh0stashes
The genes here are all in Genes & More. :)
gh0stashes 13 Jul @ 1:18am 
This might be a silly question, but are any of these genes unique to this mod/added by this mod, or are they all found in the Genes & More pack?
Hunterarcher 19 Jun @ 1:36pm 
i notice in a recent playthrough that if my a character with the integrate ability uses it. it creates a invisible copy with a blue name and then next time you hit a loading screen or reload there 2 of that character one with the integrated genes one with those genes still as xeno genes
Wraith_Magus 28 Mar @ 5:12am 
I just have to say, the broodmothers are hardcore. I just had an early-game "raider base" quest with two VIPER enemies. One was a broodmother, the other a siren. Fortunately, they used an SMG and LMG from maximum range while staying behind a tree with 0 ranged skill so they had a 0.7% chance of hitting my guys peeking around walls while my main shooter had an 89% chance to hit, but... it took 82 hits to down the broodmother. I hit the left lung like 3 times, but it had about 54 HP. (Meanwhile, I actually downed the siren, and then my medic took like 6 hours to patch the 27 wounds she took to down...)
「Brainiac」 30 Dec, 2024 @ 11:51am 
@RedMattis
fix confirmed, thx for your reply
RedMattis  [author] 30 Dec, 2024 @ 10:37am 
@deadmanreaper13
Working as intended. They do have an extra heart in the spider parts. :)

@「Brainiac」
I think this was fixed quite awhile back, try getting latest (verify files is easiest) if you haven't already.
deadmanreaper13 28 Dec, 2024 @ 9:41pm 
ok, are weavers meant to have two hearts? had noticed a awhile back my weaver had Harvest Heart twice in the surgery tab, but assumed it was just a glitch in the list, and today their heart got destroyed by a stray bullet, but they didnt die, their blood pumping just went down to 50%
「Brainiac」 23 Nov, 2024 @ 11:32pm 
when I adding four-arms gene options to install prosthetics disappear... other HAR xenotypes work fine
「Brainiac」 23 Nov, 2024 @ 11:28pm 
for some reason I cant install any prosthetics on my 4-arm pawns with HAR mod...
Hok'ee 23 Nov, 2024 @ 2:48am 
Just did some more testing, found out the framework alone will cause the crash as well @Dust