RimWorld

RimWorld

Vanilla Expanded
Tactical Drongo 22 Oct, 2022 @ 2:15pm
1
Xenotype / Gene Wishlist
I just take a wild guess and say that 'Vanilla Xenotypes Expanded' is just around the corner, so lets gather ideas for what might be in there :D

Genes:
-More Natural Weapons (Claws, Jaw Attacks, poison attacks)
-More improved organs (theres lot what can be done with implants, but genetically enhanced hearing or the like should be easy to add)
-more 'Bad' organs (we have bad eyes, how about bad hearing or only a second rate....liver?)
-more animal parts (with and without effect - I am sure there are people interested in alternatives to a pig nose)
-More cosmetics: Tusks, alternative ears/jaws/head shapes
-Werewolves? we got vampires already...

Xenotypes
I admit its too late for me to think of anything original but I am looking forward to other peoples ideas that they think would fit VE

Other:
-Use the xenotypes in VE factions! they are currently all a 100% baseliner, I would love to see a little diversity
-Custom Factions: We can make out own xenotypes, but there will be only a hand full of them around normally, something to add custom factions would be neat - if someone wants to build barbarian space orks, why should they be the only group of them around?
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Showing 1-15 of 53 comments
What about a "Reversed Empathy" gene?
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
WOELOCK 22 Oct, 2022 @ 9:04pm 
I personally would love an expansion on hair colors and eye colors! Also something like additional eyes, wings (for an alternative jump pack / long jump ability), voices, body parts, etc.
Bustly 23 Oct, 2022 @ 1:24am 
Natural weapons seem super useful, there's pig, feline, and nondescript fluffy features available already, I'd personally like to see reptilian, avian, and/or fishy features, list off the topic of my head below:
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
HappyHead 23 Oct, 2022 @ 8:08am 
Honestly, the new dlc thematically steps on the toes of a loooot of preexisting mods... it'd be a lot of work and somewhat unreasonable, but I keep thinking a re-work of a lot of existing things may be in order.

-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.
Carcinosophy 24 Oct, 2022 @ 12:15am 
Something I find interesting is that the Xenohumans are still "human". They are just modified genetically. I'm not sure what you can do with this idea, but maybe throwing it here will let others see it and such. Maybe aliens, specifically not humans or xenohumans, have genes that physically are incompatible with humans, or can be put into humans with much worse efficiency. Inputting genes from completely different species could just have weird and wacky results, but this could be complicated and could but a lot of work on people as each different alien may need some other kind of set of genes and maybe their own modifications or whatever. Yeah though, that is my poorly written and stupid idea.

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.
Last edited by Carcinosophy; 24 Oct, 2022 @ 12:27am
Bustly 24 Oct, 2022 @ 2:23am 
Originally posted by Saethar:
Something I find interesting is that the Xenohumans are still "human". They are just modified genetically. I'm not sure what you can do with this idea, but maybe throwing it here will let others see it and such. Maybe aliens, specifically not humans or xenohumans, have genes that physically are incompatible with humans, or can be put into humans with much worse efficiency. Inputting genes from completely different species could just have weird and wacky results, but this could be complicated and could but a lot of work on people as each different alien may need some other kind of set of genes and maybe their own modifications or whatever. Yeah though, that is my poorly written and stupid idea.

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.
I don't think RimWorld has a night cycle system, so werewolves would transform every night without a doubt.
Halduron[TH] 24 Oct, 2022 @ 10:12am 
camouflage Gene maybe a good idea
Mimi 25 Oct, 2022 @ 12:22am 
Originally posted by HappyHead:
Honestly, the new dlc thematically steps on the toes of a loooot of preexisting mods... it'd be a lot of work and somewhat unreasonable, but I keep thinking a re-work of a lot of existing things may be in order.

-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 feel like most well established alien mods will not change and the alien framework mod will not go away, but at the same time some may make an alternative version of their mod, their alien race as genes/xenotypes. the big advantage of this is the ability to crossbreed any alien race with each other

but yeah, I don't really see any of the races like ratkins bothering, as neat as it would be
Mimi 25 Oct, 2022 @ 12:23am 
Originally posted by Bustly:
Originally posted by Saethar:
Something I find interesting is that the Xenohumans are still "human". They are just modified genetically. I'm not sure what you can do with this idea, but maybe throwing it here will let others see it and such. Maybe aliens, specifically not humans or xenohumans, have genes that physically are incompatible with humans, or can be put into humans with much worse efficiency. Inputting genes from completely different species could just have weird and wacky results, but this could be complicated and could but a lot of work on people as each different alien may need some other kind of set of genes and maybe their own modifications or whatever. Yeah though, that is my poorly written and stupid idea.

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.
I don't think RimWorld has a night cycle system, so werewolves would transform every night without a doubt.
based on day number?
Yaoi Gagarin 25 Oct, 2022 @ 12:26pm 
For me the biggest appeal of VE is the added aesthetics, I don't care much for micromanaging every stat so I mostly use it to make more varied looking colonies. So I'd enjoy a fair amount of focusing on the visual elements. Possibly some new body and head types (hunchback, muzzled heads, tusks, and some more "deformed" looks). Would it be possible to add/alter body parts and organs using the xenogene system? Also, mechanoid genes could be a fun, though complex subject to approach
Loveyourself 27 Oct, 2022 @ 4:27am 
My list :

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.
Benjeeh 30 Oct, 2022 @ 12:02am 
Carnivore omnivore herbivore
- 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
Sabata11792 30 Oct, 2022 @ 10:53am 
Would love to see spider genes, parts, and a race preset. Similar to the Arachne Race mod since it's on life support.

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.
Raven 10 Nov, 2022 @ 2:07am 
4 arms gene of different qualities like: full second pair/ underdeveloped second pair.
Half animals genes, like body of a horse maybe.
Haikeu 10 Nov, 2022 @ 9:11am 
I would love to see some lovecratian genes, adding extra limbs/tentacles, extra eyes, weird redundant organs, maybe a Innsmouth race...

man... I realy miss jecrell ;-;
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