RimWorld

RimWorld

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Big and Small - Yokai
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Mod, 1.4, 1.5
File Size
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15.854 MB
5 Nov, 2023 @ 5:40am
17 Jun @ 2:12am
16 Change Notes ( view )
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Big and Small - Yokai

In 2 collections by RedMattis
Red's Workshop Mods
27 items
Big and Small - Integrated Mods
34 items
Description
Because clearly there isn't enough eastern stuff on the Rimworld Workshop.

The images are using BB Facial Animations because it felt appropriate for an Eastern-themed mod. The Xenotypes work fine with any head mods of course. :)



Yokai Union

A loose union of Yokai. All monsters are welcome.

If you're not a monster you'd better be bringing alcohol. Lots of alcohol. Preferably sake.


The faction is hostile by default but can be bribed into friendly relations with lots of sake. They are composed of a mixture of strange xenotypes.

The Faction will use the Buddist style unless Vanilla Memes Expanded is used in which case they will typically have Shintoism.





Nekomata

Legends speak of the tails very old cats splitting into two and turning into mischievous shape-shifters. Since there are almost no documented cases of a cat living for more than half a week on the Rim this is hard to confirm.

Nekomata are said to often have a dangerous trickster personality, some rumors even claim they have necromanic powers or the ability to steal the psychic essence of the dead.


Nekomata can steal the souls gain the powers of their dead foes using the Incorporate power. This lets them take on certain traits and appearance of their foes. They are also able to steal genes by this method. Note that if metabolism gets too bad they will randomly lose these stolen powers.

These trickster cats have an even more frightening power. They can bring back the dead. This almost always works, but only rarely does it work the way you likely want it to.

Note: If you have Anomaly Nekomata also have the ability to raise a few nearby corpses as shamblers.





Lesser Oni

Small ugly and highly energetic oni with a penchant for being found blackout drunk in the breweries of their enemies.

These poor guys tend to get kicked around by the larger yokai and made to do all the work. Whenever they aren't supervised (which is often) they like to get blackout drunk.

Despite their small size they are surprisingly formidable in battle, easily besting the average human.



Red Oni

Known to be the most aggressive of drunks. Red Oni usually show up to raid settlements either because they are drunk, or because they aren't drunk and have run out of alcohol.

Oni gain greater and greater powers the more drunk they get, and are able to function better than most while drunk. With enough alcohol even a oni will become a stumbling fool or black out entirely.

Some Oni are much larger than than their brethren, these are often known as Great Oni.



Blue Oni

It is said that Blue Oni are smarter and more laid-back than red oni. That might be the case, but in practice this often means they will politely ask you before taking all your booze anyway

Though only a few make use of it, Blue Oni have natural potential for mystic power. The blue oni that develop such powers are often a terrifying force to behold.



Kitsune

It is said that these fox-like yokai grow one tail every 100 years, and every time they do their psychic powers increase significantly. Considering how many nine-tailed kintsune seem to be about that seems questionable.

The powers of a Kitsune increases by their psychic sensitivity, and they gain especially great benefit from equipment that improve psychic sensitivity.



Recommended Mods
Vanilla Genes Rebalanced. Buffs some relevant genes like "Sleepy" so it is still bad without being as awful as it is in vanilla Rimworld.



Compatibility
The faction will rarely use certain xenotypes from other mods that I've made including a few oddballs, such as the renowned "Lesser horned banana split neko cream slime".

Feel free to contact me if you feel there are other xenotypes or HAR races you'd like to see added to the faction.



Mod Discord
[discord.gg][ko-fi.com]
84 Comments
RedMattis  [author] 17 Jul @ 12:02am 
@Kirboh
I used those names mostly for easy discover-ability, so if someone is looking for "nekomata" they'd likely find the mod.

I fully support people making theme-packs that rename the xenotypes or whatever you wish really.

The "Too many mods" mod does some of that. My Nephilim get renamed "Gigantes", iirc. :)

@拳鸡高手泰深
I'll put it on my to-do list. Though it might take awhile before I get to it.
Kirboh 16 Jul @ 11:43pm 
Great mod.

This is a nitpick, but one I feel strongly about. I feel like it would be more in like with the lore of RimWorld if the names of the Xenotypes WEREN'T explicitly referencing the yokai they're modeled after. The fire-breathers are called "Impids" instead of "Imps" or "Devils", and the blood-drinkers are called "Sanguophages" instead of "Vampires". This is something most modders do, like Helixian calling their succubus-inspired Xenotype "Charmweavers".

Going with that theme, I feel like Red Oni should be called "Shuten", Blue Oni, "Ibaraki", and Kitsune, "Tamamo". Again, just a nitpick.
拳鸡高手泰深 18 Jun @ 10:02am 
Compatibility issue that the alcoholic drinks in Substance Abuse mod can never fulfill the oni's desire for alcohol, even the strongest drinks. It would be great if a patch could be made.
Tidurian 17 Jun @ 2:35am 
Thanks for the quick reply to this silly lil graphic bug. can confirm looks way better now : https://i.imgur.com/muoyl7k.png
RedMattis  [author] 17 Jun @ 2:13am 
@Tidurian
Looks like they didn't migrate over right when going from 1.4 to 1.5. Anyway, It has been fixed.

Glad you like the mod. :)
Tidurian 17 Jun @ 1:19am 
Love the mod but i ran into a graphical issue with the Kitsune Tail. seems babies have floating ones. https://i.imgur.com/uW4V76q.png
Amber 20 May @ 1:40am 
@FiauraTheTankGirl If you would like to change the tech level of a faction, you can by going to where the mod is installed and editing the faction xml file. For this mod it will be 3073163708>1.5>Defs>Factions_Yokai. There will be a line there that will look something like <techLevel>Industrial</techLevel>. Change it to medieval and the base should not spawn with advanced tech and the faction should not be blocked by mods that limit tech to medieval.
FiauraTheTankGirl 14 May @ 12:24pm 
A medieval version would be appreciated.
RedMattis  [author] 11 May @ 8:21am 
@FiauraTheTankGirl
Industrial for now. I might get around to making a Medieval version once "Vanilla Factions Expanded - Medieval 2" comes around.

@gunns22
Glad it worked out. :)

@LiogerZero
Yes. All of my mods should be safe to add to existing saves.
FiauraTheTankGirl 9 May @ 11:46am 
What's the Faction's Tech Level?