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RimWorld

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Cactaceae 1.0
   
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Mod, 1.0
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6. Juni 2019 um 10:34
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Cactaceae 1.0

Beschreibung
Overview:

Cactaceae 1.0 is a mod that adds a new race and some new recipes with the help of Humanoid Alien Races. This mod requires Humanoid Alien Races 2.0. Place this mod after the Humanoid Alien Races 2.0 mod in the modlist.

Cactoids - a tribal faction of sentient cactuses!
Cactoid Migration - a scenario with Cactoids.
Weapons - Long Needle and Blowgun items craftable by Cactoids.
Furniture - A decorative cactus plant.
Farm Crop - Gold Agave planted by Cactoids that survives harsh conditions.

The Cactoids are the result of an abandoned genetic engineering experiment aimed at combining cactaceae DNA into the human genome. The purpose, to create a workforce able to withstand drier conditions for longer durations. It was met with some success. Chloroplast added to skin was able to provide very limited energy generation through photosythesis. The Cactoids were able to survive in more arid harsher environments. Spines in the skin helped defend against native fauna. A slower metabolism prolonged life expectency, but also limited the speed energy could be expended.

Unfortunately, the lone scientist, sent to a remote rim planet to perform his experiments in isolation, died unexpectedly from a brain parasite. Due to a clerical error, the location and even the existence of the geneticist was forgotten.

The Cactoids, abandoned to the whims of fate, somehow managed to survive and form a tribal society. Distrustful of others, but generally placid, the Cactoid tribes tend to keep to themselves unless provoked.


Advantages:
More comfortable in extreme temperatures.
Slightly better unarmed melee damage
Require slightly less food
Greater health
Fear of fire prohibits pyromania
Enjoy growing things

Disadvantages:
Slower move speed
Not as good at research
More flammable than humans
Often afraid to fight fire

Note: As Hivemind hasn't updated the mod since Beta 19, and hasn't been online for nearly a year, I've taken it up to try and update it. I'll just be trying to keep it working with modern versions though, if anyone wants to add features feel free to make your own version.

Hivemind's original mod: https://steamproxy.net/workshop/filedetails/?id=1762523069
Beliebte Diskussionen Alle anzeigen (1)
0
15. Sep. 2019 um 12:54
Non Steam version
SavedEmperor
27 Kommentare
Mlie 17. März 2020 um 14:05 
Made an update of this for RimWorld 1.1
https://steamproxy.net/sharedfiles/filedetails/?id=2025692982
Hope this helps anyone!
|dvh| 26. Feb. 2020 um 7:53 
Any chance we could get a 1.1 update please?
Omega13 23. Sep. 2019 um 20:11 
Any possibility of a patch for compatibility with bionics mods such as RBSE?
Emperor 8. Sep. 2019 um 16:11 
Weapon: Cactaceae Minigun

Description: The best way to explain this gun is a cactus with revolving barrels of cactus needles firing out all manned by a very angry-looking green person with sticks coming out of them.
Harry_Robinson1  [Autor] 4. Sep. 2019 um 20:08 
@SILVER_BUL In what way? I've been in Portugal for 3 weeks so I haven't been online.
S.T.A.L.K.E.R. 2. Sep. 2019 um 3:35 
someone help this mod pls.
Lugaru 28. Juni 2019 um 18:21 
I really missed these guys.
Vektor T 20. Juni 2019 um 14:06 
@Harry_Robinson1

CE has a tutorial of how to do it, but since I'm no modder I'm not sure how easy or hard it is. Still, I think only the weapons need to be patched since the race itself can work with one of the races auto-patchers for CE I think.
lilairen 19. Juni 2019 um 16:14 
BTW stuff like how to racelock researches and all is documented in the HAR wiki, so you can dig there and compare to other mods to get what you need: https://github.com/RimWorld-CCL-Reborn/AlienRaces/wiki
lilairen 19. Juni 2019 um 13:47 
There's a feature in HAR framework that should help with medical mod compatibilities. If you add

<humanRecipeImport>true</humanRecipeImport>

inside the generalsettings tag then it shoudl have basic surgeries/EPOE compat. I don't think the cactoids have any weird body parts so that should sort it.

Trying to dig out where in the mod folder the file you need to tweak is... It's in ThingDefs_Races, Race_Cactoid.xml

Doing that should also fix the thing I was going to ask you about. :)