RimWorld

RimWorld

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(Outdated 1.1) Zeta Reticulans
   
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Mod, 1.1
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1.340 MB
14 Mar, 2020 @ 12:14am
22 Jun, 2020 @ 3:37am
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(Outdated 1.1) Zeta Reticulans

Description
The classic alien menace and scourge of humanity we all know and fear have finally arrived, rejoice! (A mod by me: GarbageDayIsHereToStay, click for my other aliens)

Cold and mechanical Zeta Reticulans are unaffected by most human-like emotions. Their frustrations mostly stem from whether work standards are being kept and mission guidelines followed; Their greatest joy is working in their field of expertise.

A bulleted list for you to read!
-Adds Zeta Reticulans AKA "Greys", AKA "Real Jerks" as a playable race / low spawn rate hostile faction- a new threat similar to mechanoids in difficulty.

-Get a colony wide mood boost from organ harvesting and butchering humanlike! Feel set-back when prisoners are released! Seriously these guys are jerks!

-A minimum & maximum comfy temperature of -5c~15c (Human=16c~26c) and slightly more punishing moodlets for being hot will change up gameplay a bit. In warmer climates you'll need to pump AC into your gray alien base until it's at least as cold as a new mexican office building unless you want their big powerful brains overheating.

-Tiny guys with big ol' noggins:
Positives:
Life expectancy of 300 years
Research tech and learn skills 50% faster than humans
20% Increase to medical tend quality and operation success chances
20% increased chance to successfully complete construction
Higher pain threshold
A base hungry rate 40% that of humans
Often rolls one-two non-crappy artificial body parts
Less negative emotions in most cases
Larger mood boosts from working their passions
Don't care about room size and can sleep in tiny, tiny bedrooms. Like closet vampires.
"Recreation" "comfort" and "outside" bars don't give negative moodlets and can be ignored (Importantly they don't seek out joy activities when the bar is low; Takes C# to remove them off the ui though, some day this'll get done.)

Negatives:
Maintaining a supply chain of humanlike and getting the most out of your abductees is crucial
Stockpiling medicine for surgeries is even more important than normal
Base body size 80% humans
Base health 0.8
Mining speed of 0.6
Construction speed of 0.8
Plant work speed of 0.8
Immunity gain of 0.85
Hate sleeping in shared rooms and get real cranky from disturbed sleep (Locks mod)
Move slightly slower than humans
Eat at 60% the speed of normal humans (tiny weak, baby mouths)
Strong eye gaze makes berserk mental breaks more deadly

-Bugs are back on the menu boys! also humans.. as long as you cook 'em both first. Heck, they'll even eat the meat right off the bio-asset without too much a fuss. However their alien taste-buds are weak and pitiful and despite their precious science they'll never know the pleasure of a fine meal or the joy to be had from a lavish piece of corn.

-Unique, vanilla looking guns that only drop off NPC Zeta and have a high chance of being bio-coded:
Gel Applicator: Stage one, find bio-assets; Stage two, warm liquid goo phase. Immobilizes enemies AND leaves slowing goo you can use to prepare defenses or cover your retreats.
Retinal Scrambler: Fry their grapes good with this dual pulse dazzler. The damage is only 4 a pulse and the blindness will wear off over time so work fast.
Anodyne Injector: It's fully automatic rate of fire makes this short ranged tranq gun a relaxing time for all and a good way to deal with your own mental breaks.
Control Cestus: Shoots a burst of very short ranged control gel over enemies and then applies more gel on their face when you punch it.
Aggression Cannon: A long ranged mortar that lobs coded energy to hijack an enemies biology and turn them rude.
Heat Lance: Warm up your cold alien cockles with plasma orbs that set things alight and add a slight bit of heat stroke every time they hit.
Voltage Device: Grenades that partially ~stun~, and have a small chance of causing an achy breaky heart attack.

-Make them bleed grey blood and wound grey wounds. Wow!

-No alien only space beds, no alien only space weed, no alien tech tree to clog your menus.

-Very evil & spooky back canon which involves lots and lots of custom descriptions for moods and that'll be built upon patch after patch, relentlessly. Super!

-Works well with Harvest Everything!, Questionable Ethics and has custom alien moodlets for Dubs Bad Hygiene + Harvest Organs Post Mortem. I'll do what I can if you report issues or request alien support for a mod. Not going to touch combat extended though.

SayruZ has made his own set of Russian translations for this mod: https://steamproxy.net/sharedfiles/filedetails/?id=2056710964

__________________________________________________________________________
Non-steam DL link (Kept up to date, upvote workshop maybe though?):
https://github.com/GarbageDayIsHereToStay/Zeta-Reticulans (May 2020 patch onwards)
https://github.com/GarbageDayIsHereToStay/Zeta-Reticulans-Old-
(If you're uploading the mod to one of those dastardly 3rd party sites like BigAssMODsFORYOU2GoWild4 know that it'll be updated on the regular, so use this workshop page or this github as the dl link)

Mods take a lot of chicken tendies, love, and care to make so if you want to "Make my day" you can call me handsome and strong in the comments below or if you want to give me your totally useless fiat currency so i can "exchange" it for "goods" and "services" then click hither[ko-fi.com]
Popular Discussions View All (3)
14
22 May, 2020 @ 8:39pm
Dropping logs/Also my blog
GarbageDay
6
12 Apr, 2020 @ 11:44am
Tell me something more than 1000 characters/General suggestions, etc
GarbageDay
0
14 Mar, 2020 @ 12:20am
PINNED: "It's actually a feature"
GarbageDay
123 Comments
GarbageDay  [author] 2 Nov, 2020 @ 4:27pm 
@rickytherapture Check my workshop friend
Mr.Nasty 2 Nov, 2020 @ 4:21pm 
1.2?
Latex Santa 28 Sep, 2020 @ 10:08am 
@GarbageDayIsHereToStay Thank you very much! Looking forward to the Reticulan NPC faction!
My 40K Inquistion colony needs more aliens to purge!
Snowstorm 28 Sep, 2020 @ 6:42am 
ayy lmao
GarbageDay  [author] 28 Sep, 2020 @ 1:43am 
Glacies 24 Sep, 2020 @ 3:48pm 
Oh man, that's fantastic to hear. I've been lurking your mods for weeks silently hoping for an update. Very much looking forward to this, and the Kwivver if you're doing them.
GarbageDay  [author] 24 Sep, 2020 @ 6:07am 
I'm back from a hiatus & working on an update (Major version changes being one thing, the amount times I've seen mods outdated because of minor/seemly unnecessary changes in XML naming conventions is silly.)

I've decided to separate the Player faction/NPC faction/Zeta Weapons into different mods. NPC zeta raids could be very hard to deal with due to the disabling nature of zeta weapons and some people don't want to deal with the eye attack either, or you may want to RP a planet with no other Zetas, or fill the __ in.

Player only faction should be released in the next 12-72 hours. For weapons i'm doing new art & redesigning some of their mechanics so their release will be a bit longer; I'm likely to upload after I have 2-3 guns updated and add over time rather than redo the whole line at once though

NPC only faction will be released after/at the same time as the weapons.
Latex Santa 6 Sep, 2020 @ 11:33am 
I can't wait for the 1.2 version!
TropicalRenegade 5 Sep, 2020 @ 6:27pm 
1.2 pls
TropicalRenegade 5 Sep, 2020 @ 6:26pm 
This mod is great