RimWorld

RimWorld

1,621 ratings
Vanilla Races Expanded - Saurid
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Mod, 1.4, 1.5
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Posted
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4.784 MB
28 Oct, 2022 @ 7:25am
4 Apr @ 1:43am
14 Change Notes ( view )
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Vanilla Races Expanded - Saurid

In 2 collections by Oskar Potocki
Vanilla Expanded
102 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod adds a new race called Saurids, featuring xenohumans with lizard characteristics. A number of new genes will allow players to turn their pawns into cold-blooded scaly monstrosities, whilst a new Saurid faction will be added alongside the Outlander factions and will provide a steady supply of Saurids for the players that desire it.

Genetically spliced with synthesized dinosaur genetic material for improved compatibility with arid environments, saurids are cold-blooded isolationists with harsh voices and extremely low metabolisms. Their sharp claws and hardened scales make them particularly suited to melee encounters.

For workers looking for higher-wage jobs, saurid xenogerms are offered alongside employment packages to particularly arid and hot planets. As conditions are quite harsh, they experience an attitude shift to be less social and consume fewer calories which allows them to be more profitable. As they are not excluded from starting families, saurids can communicate with each other using pheromones and are oviparous to reduce medical complications caused by lack of proper social infrastructure.



Vanilla Races Expanded - Saurids adds following mechanics to the base game:



















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.




Graphics are created by Oskar Potocki with help from Neronix.

Code work by Neronix.

Xenotype description by Reann Shepard.

Raptor sounds sourced from Ark: Survival Evolved.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (14)
6
8 Nov, 2022 @ 6:05pm
Errors on game launch (xenotypechance?)
Grimscribe
5
6 Dec, 2022 @ 8:23pm
infinite eggs
Scott
5
30 Nov, 2022 @ 3:30am
Headless Saurids
Jedia Kyrol
564 Comments
Buster9015 16 Sep @ 11:00am 
Love this race! Is there any way to get a female saurid pregnant if they don't have a partner? As I found researching Fertility Procedures and trying to use the procedure on them won't work, since they lay eggs. The ova/embryo method doesn't work (yet?).
NobodyNeuOnyx 11 Sep @ 1:15am 
@Ravinglegend Ohh okay thanks!
Nujanunki 11 Sep @ 12:35am 
Hatched baby saurids names are still bugged.
Ravinglegend 10 Sep @ 12:54pm 
@NobodyNeuOnyx Yeah, that's even what they are called in the infographics. In rimworld lore saurids are still humans, just genetically modified humans.
NobodyNeuOnyx 10 Sep @ 9:15am 
Uh, the saurid mother scenario, are the saurid eggs she starts with supposed to say 'human' eggs?
Fredini 31 Aug @ 11:13pm 
Are Saurids supposed to be stronger than most other factions as raiders? They have high tech and high threat for their raid point, plus their melee is better than even neanderthals.
Ravinglegend 24 Aug @ 4:52pm 
@Kenpachi I made a mod called "Warmblooded Saurids" which removes the coldblooded gene from saurids and gives them heat resistance and cold weakness instead. You can use the mod to hopefully make them behave like normal caravans though it will only affect newly spawned pawns.
Ravinglegend 24 Aug @ 4:47pm 
@Alchemist Fuer is that an issue with this mod? That sounds like a normal game bug. You shouldn't report those here. If you want to find out what's wrong, go into devmode and look at the log by pressing "~" or it might be tab if the game doesn't already open up the log upon entering devmode. Then scroll down and look if there is an error and report it to either the rimworld discord or to the mod page of the mod causing the issue.
Alchemist Fuer 23 Aug @ 9:43pm 
I have a problem, one of my settlers collided with another in my hospital, the thing is that my settler got stuck, maybe because there was a wall where the incident occurred. I understand that he is hitting himself all the time, I already arrested him, I hit him and nothing worked, he is still hitting himself.
Alerios 14 Aug @ 8:28am 
I just came into the FactionDef_Saurids.xml file. I found the xenotype repartition and I changed this line.

From: <VRESaurids_Saurid>8</VRESaurids_Saurid>

To: <VRESaurids_Saurid>0.825</VRESaurids_Saurid>

Now in game it's 82% like planned..

It took me 3 sec, maybe you can update this line so no one would come back again for this hahaha and the repartition would do as planned in the mod page.

Oh well if you don't have time I will have to do this correction every update then.