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They feel sorry for people living good lives and happy for the people suffering
Perfect for your warriors, or when your colony is so ♥♥♥♥ that you might as well profit mood-wise off it
Crab claws as natural weapons, big reduction in manipulation but very good damage output
Shellskin, gives minor sharp res buff and every month or so colonists will (painfully) molt over a couple day period as an affliction
Harpy wings could dramatically lower manipulation but offer a frequent flying ability, terrain ignorance, and natural melee attacks a la the old harpy mod
Feelers/antennae that raise sensory stats but also raise pain
Aesthetic fin-ears
Webbed hands that move faster in water
Maybe like bird-feeding of some kind, where people produce baby food but have an additional nutrition penalty
Unrelated to the animal stuff:
Mechanite affinity, sensory/fibrous nanos last longer and cause less pain
Disease emissions to infect all those around you with whatever disease you currently have (a specifically VE idea since disease isn't immediately dangerous in rimworld)
^ Tox emission as a more vanilla friendly version
Genes that nerf only certain injuries (crack resistant bones for example)
More genes that interact with traits in general
Chitinskin, shellskin but insectoid friendly lol
An archite gene for random mutations, maybe once every couple weeks
like i said this is just a spiel of random thoughts lol
-A replacement framework for humanoid aliens which allows mod creators to convert their alien species into biotech xenos. Factions like the Fosakens are supposed to be genetically modified humans in their lore anyways right?
- +1 on all the VFE's getting some genetic diversity, it'd be nice if each of the factions had consistent ideoligions too (at least i keep hard inputting ideoligions at the start of a new game to avoid their ideo contrasting with their flavortext culture)
-Additon of "corrupted" mechanics to create harmony between Vanilla Genetics Expanded and the Biotech DLC
-Rework of Insectiods and Genetics expanded to have their human genetic components work with the dlc system, leaving the animal genetic systems they have as is.
-Rework of VFE Ancients to turn superpowers into dlc compliant genes
-Remove insectoid hulks from VAE Caves re-introduce them as feral genetically modified pawns.
I really like the idea of werewolves, but what would be special about them? Aside from the obvious. Werewolves are a thing on full moons, maybe certain days of a quadrum could be a full moon. Their usefulness though would be major detrimented though with that.
Maybe Zombie-esque kind of thing. Just like the "Vampire" they can insert their fancy archite genes into others. These genes they insert though mentally enslave whomever gets bitten. The Zombie master getting full control of the pawns, but these pawns should probably get detrimented in someway. Maybe they can never heal. They feel no pain and don't die unless brain is destroyed but they can't heal at all. These enslaved zombies also cannot be colonists either maybe, always forced to be slaves. The Zombie master dude of course would be pretty cool by himself, but I am not sure what things he would be capable of.
Or just add a type of Xenohuman who are god killing clowns with power to rivals the archotechs.
but yeah, I don't really see any of the races like ratkins bothering, as neat as it would be
Ability :
- Tunneling mouth, carriers have the ability to quickly traverse an area through the ground using a special mouth that eats dirt and rock alikes. Slightly increases mining speed, quite ugly and increases metabolism.
Healing :
- Supersterile skin, a rubbery pelicule covers the skin of the carrier, giving him extra bonuses when performing surgery and tending. Decreases beauty and increases resistance against infection.
Psychic :
- Telepathic calm, the user is able to calm another pawn down from a distance. Cannot be used if the user has not over 50% of his needs satisfied.
- being able to set a xenotype a required food type
although not a gene
being able to adjust what % a faction is of certain xenotypes suprised it wasn't base game
Spider fangs with venom, deal toxic or acid damage on a bite
Spider legs, giving extra legs and a small mobility bonus replacing human legs. but more fragile.
Spider body, the "butt" part of a spider allowing spider silk to be collected.
Lays eggs(think you guys already have this one)
Centrally will need some draw backs for balance.
More general
Extra eyes, adds vision
Limb regrowth with a large penalty while regrowing.
Half animals genes, like body of a horse maybe.
man... I realy miss jecrell ;-;