RimWorld

RimWorld

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Vanilla Races Expanded - Phytokin
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Mod, 1.4, 1.5, 1.6
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1.828 MB
2 Feb, 2023 @ 8:04am
10 Oct @ 2:53am
18 Change Notes ( view )
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Vanilla Races Expanded - Phytokin

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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 Phytokins, which are a unique and extremely rare xenotype that mixes the DNA of a plant with human DNA. Phytokins are capable of photosynthesis and reproduce via planting a saplingchild, and come in three varieties based on what DLCs you have enabled. With no other DLC, the only Phytokin variety present in the game will be the evil Poluxkin.

Based on genetic data retrofitted from Gauranlen Inc.’s investment into dendrology following the Fall of Sorne, phytokins are plant-based humanoids with an emphasis on symmetry and symbiosis. Their ability to subsist only on sunlight and affinity with any and all plantlife make them especially suited to aiding newly established colonies or underperforming industrial farms.

Based on research from the forest planet of Phytok that committed to extensive analysis on human-compatibility with psychic energy, phytokin xenogerms are typically exclusive to high-ranking, supporting roles in megacorporations and planetary governments. Their unique way of reproduction has resulted in many identical offspring, with each generation becoming successively more competent than their progenitor, further contributing to their extremely low numbers. Their affinity with plantlife, along with the side effect of extremely high and ever-increasing psychic sensitivity, mean that any phytokin xenohumans found on the Rim are always adapted to high-concept, dominant trees that are present on their residing planet.



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






















Friendly Hostile Factions (Continued) has been reported to cause problems with the Phytokin name maker in the introduction quest.

[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: Phytokins can appear very rarely in some of the existing factions. Additionally, after adding this mod, a quest will appear where you can save your own Phytokin from raiders!

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 don’t have Gauranlenkins in my game! Why?
A: You don’t have Ideology DLC. They won’t appear.

Q: I don’t have Animakins in my game! Why?
A: You don’t have Royalty DLC. They won’t appear.

Q: How do Gauranlenkins work if I have Vanilla Ideology Expanded - Anima Theme?
A: They don’t get changed at the moment. It was a low priority feature that may come in the future.

Q: One of my Phytokin is called Matthew McConnell or something! Bug!
A: This is actually expected! That's one of the people who paid the "Name in Game" pack to Ludeon :)

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.

Code work by Sarg and Allie.

Storyteller artwork by vitalii.

Description by Reann Shepard.

Hairstyles by lovely Erin.

Companiondryad by Sir Van.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
688 Comments
Sarg Bjornson  [author] 10 Nov @ 11:03pm 
Intended
StellarCrumb ✦ 10 Nov @ 7:27pm 
I've noticed that the father of a child with this xenotype doesn't register as a "father" ? is this a bug or an intended feature? And also no, what I said earlier was meant to be more like "I wish there was an option to switch the limitation of hairs of this race" but I really love the hairs they do have though, I just like variety) :> the mod is amazing !)
TheDuckLord 10 Nov @ 5:47am 
Sorry if it's been asked before but, how does one change the growing period for the saplingchild in the files? Reason: I'm playing a colony with increased ageing speed so by the time that the plant baby's done growing their parents are either old, dead, or dying (mostly from old age). Tried to look up VRE - Phytokin in the mod settings but it doesn't have any (understandable, why would it need one outside of this one specific situation? lmao). Regardless of all this I'm still enjoying the mod and the game quite a lot when playing normally. Thank you for making it
Sarg Bjornson  [author] 8 Nov @ 10:52pm 
Are you volunteering to draw more?? XDD
StellarCrumb ✦ 8 Nov @ 5:12pm 
As a person who values variety, the fact that this race is limited to like 6 hairs really bugs me..:steamsad:
HRG164hjo 5 Nov @ 7:52am 
hoping for Harbingerkin and Archaenkin!
Caek 5 Oct @ 11:40pm 
Out of all the VRE races, I think this is the one I love the most, primarily because companion dryads are absolutely the best . They haul, they clean, you can use them as mounts with giddy up, and four of them together butchered a taraal from medieval overhaul. They are the goodest of good boys.
Spirus Dragovich 30 Sep @ 5:05am 
Can someone tell me how this compares to GTek's Factions - Spirits of Industry? They both seem good but I've used SoI a lot and have never used this and want to know if it's ok to run both or only one?
AGrey 23 Sep @ 11:10am 
Second the request for Harbingerkin and Archaenkin!
Catman1226 17 Sep @ 5:38pm 
Why not put the non-senescence gene on them?