RimWorld
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Vanilla Races Expanded - Phytokin
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Mod, 1.4, 1.5
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1.696 MB
2 feb 2023 om 8:04
4 jan om 4:22
13 wijzigingsnotities (weergeven)
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Vanilla Races Expanded - Phytokin

In 2 verzamelingen van Oskar Potocki
Vanilla Expanded
106 items
Vanilla Expanded - Empire playthrough
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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]
556 opmerkingen
Alfonse 5 mrt om 8:53 
The issue with the heads disappearing is due to a Humanoid Alien Races update causing conflicts when a combination of other mods are running (EPOE and XML Extensions with BetterLoading/FasterGameReloading seem to be confirmed, but I've seen at least one report from someone who wasn't running that combination). Personally confirmed that removing HAR fixed the issue on my end.
Jesse LeStache 28 feb om 18:29 
is there a way to speed up sapling children with dev mode?
burritoexspress2006 27 feb om 10:58 
I think the phytokin missing head conflict came with an update, I had a colony running already and a bunch of mods updated around the same time. It could be big&small frame work, medieval overhaul, or regrowth: core. IDK I haven't fixed the problem either
Sarg Bjornson  [auteur] 26 feb om 8:58 
Are they pregnant?
Adyother 26 feb om 5:00 
My Phytokin can not seed a babytree.... no button nothing. The mood is max
Furious_Pixel 25 feb om 22:21 
Anyone else experiencing an issue where the Phytokin spawn without their special hair? assuming its a mod conflict but i cant figure out whats causing it
Narzian 24 feb om 11:52 
I am having a problem, usually the phytokin pawns spawn wiouth head, im playing with medieval overhaul and alien races mod, idk if this makes them conflict
StockSounds 10 feb om 8:30 
So if this is supposed to be based on each of the DLC trees, would we expect to ever get a Harbinger Tree Phytokin?
Just out of curiosity, I don't even have Anomaly.
Sarg Bjornson  [auteur] 4 feb om 8:27 
No, sorry. First time I've heard it!
Karambo 4 feb om 8:10 
@Sarg Bjornson alright, thank you. do you know by any chance which kind of mod could cause this?