RimWorld

RimWorld

Forsakens Biotech Edition
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Major_Quadrangle  [developer] 30 Nov, 2023 @ 11:22am
Mod Differences
This is a list of differences between this mod and the original mod:

This mod does not add a new skin, unlike the original mod. Instead, the new forsakens use vanilla skin color genes. Additional features that were visible on the original skin have been turned into body addons that show up when using the appropriate genes. This allows you to add visual genes to a forsaken without causing visual problems in most cases, as well as allowing you to add their body features to xenotypes of your own design.

Forsaken body features are now capable of appearing on the fat and child body type. The base forsaken race does not use the fat body type, and forsaken children are pretty difficult to acquire (see the FAQ), but if you put those features onto a xenotype that allows the fat body type or else add the fat body type to a forsaken with a xenogerm, it will display properly.

Because horns are implemented as an addon for the head instead of a hair as they are in the original mod, they can be present at the same time as actual hair. This is why the forsaken have (colorless) hair color genes. However, the default forsaken xenotype has genes that make them hairless, so you will have to add a hair length xenogene to them in order for them to actually have hair. Of course, the horns are also usable with custom xenotypes that have hair by default.

If you have alpha genes installed, my mod will patch itself to put some genes into the categories from that mod. Additionally, four out of six of the horns from this mod will also gain melee attacks as appropriate for their appearance. This imitates how alpha genes does the same thing. Two of the horns are too small to be practical to use in combat. Each forsaken will either spawn with one of the forsaken horns, or no horns, which means a 4/7 chance to have an extra melee attack and a 3/7 chance to not have an extra melee attack.

In the original mod, forsaken power armor mysteriously has the shoulder pads in addition to the armor plates on the chest and groin disappear when the pawn faces south. I am somewhat surprised that I never noticed this until I remade the textures, but this mod has those pieces visible.

The shield on the cloak armor is removed. It doesn't make sense for it to have it but for the power armor to not have it. If you want a shield on pawns wearing either armor, use a shield belt. Also, the cloak armor now occupies both the middle and outer apparel layers instead of just the outer, to be more consistent with the layers on vanilla armors. Additionally, the cloak's insulation values are rebalanced to include some heat insulation.

All armors in the mod have child wearable variants. This does not mean I think you should intentionally put children into dangerous situations, but it does mean that children can still benefit from the insulation and other effects of the armors, as well as the defense in case of accidents or emergencies. If you disagree, simply don't make these armor variants. These variants are too small to wear when the child grows up.

The psychic sensitivity reduction for the power helmet is changed from 20% to 40%, and for the hood, 10% to 20%. This makes them more useful for resisting psychic drones, but also makes pawns wearing them more resistant to many psycasts, which also benefits the pawns of the forsaken faction who happen to be wearing one.

There is an alternative version of the power helmet available with a separate texture of my own design. It boosts psychic sensitivity instead of reducing it. When the forsaken power armor was originally made, the royalty DLC did not exist and high psychic sensitivity was undesirable, as it only made pawns more sensitive to psychic drones. Psycasts did not exist. Now that they do exist, however, the original power helmet might be undesirable for your psycasters. I made the alternative helmet as a solution.

The forsaken name list is temporarily unused, as it was generating errors because it only generated nicknames, not first or last names, and I do not know how to fix the issue at this time. For those of you who want to use those names your own pawns, the list still exists at Languages\English\Strings\NameBanks. You can manually copy the names from there.

The ultima plant is renamed to septimum for consistency with the alpha biomes mod, where a giant version of a plant by that name exists. It specifically states that it is a giant version of the ultima plant, and also looks just like the ultima plant, so it is clearly meant to be the same plant.
Last edited by Major_Quadrangle; 4 Nov, 2024 @ 9:15am