RimWorld

RimWorld

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Oni Xenotype
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Mod, 1.5
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Posted
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6.119 MB
17 Aug @ 1:02pm
12 Oct @ 10:26pm
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Oni Xenotype

Description
This mod adds a oni xenotype and its own faction.

This mod is fork biotech version of "Oni of the rim". Original HAR version is:

Oni of the Rim.






The mysterious horned humanoids known as Oni, found on some rim worlds, are often sought after by Glitterworlds for their beauty, treated as exotic pets. Even worse, some are kept as livestock for their horns, prized for both practical and decorative uses. Oni have little regard for clothing due to the discomfort it causes them. They possess the ability to spew dark flames, an inheritable gene passed down through generations. However, their dark fire is weak to light, thus their vulnerability to light makes them highly susceptible to being set ablaze.

Their true potential remains hidden from outsiders, guarded by ancient, secretive traditions. But when blessed by a shinigami, the latent hatred within them awakens, unleashing their inner power.

The main distinguishable features compared to other mods are new two fires and unique abilities using these fires.




Dark Fire: This fire is particularly dangerous when it attaches to a pawn, due to its unique ability to cause creatures to bleed. It cannot be extinguished by normal means, but it can be put out when there are light sources nearby. Fire torches, light stands, campfires—almost any source of light will suffice. However, aside from this, Dark Fire is considered a lesser form of fire because it vanishes automatically and spread interval is twice as rare as normal fire. This fire is primarily caused by the ability known as "Dark Fire Spew," but you can also create dark fire versions of incendiary shells and IED traps, both of which are made from Oni horn fragments.

Curse Fire: This fire has an insanely destructive mechanism compared to other types. It cannot be extinguished by any means other than sunlight, and the burns it causes are permanent. This fire can only be ignited by a single ability called "Amaterasu." Unlike other fires, Curse Fire does not spread, instead focusing intensely on a single point.

Kaigan Ability: There’s much to say about this ability, as it is incredibly powerful, as evidenced by the stats it provides. However, it comes with significant drawbacks when used continuously. First, the more you use it, the more a condition known as "Syarin Heat" will build up, leading to various symptoms affecting the eyes and even consciousness. Second, if you keep using it for about 50 seconds, the pawn's eyes will begin to scorch and take gradual damage. These side effects can be mitigated by closing their eyes by reusing the ability, so use with caution.

Oni Fragments: Oni fragments are a significant ingredient in this mod. You can collect them by waiting for Oni colonists to shed them, but it's much easier to kill an Oni, extract their horn, and break it into fragments.





































Compatibility:
Oni of the Rim by Tarojun has a compatibility patch, allowing these two mods to work together seamlessly.

Any mods which is modifying a certain method - I made a soooooo bad transpiler to make it work, (completely replace burning method with my own) so if there are some mods modifying this method, those will be incompatible.)
This is due to my lack of knowledge about c# coding, so I will fix later on.

Contributors:
Tarojun - Currently maintaining "Oni of the rim", and who gave me permission to make a fork.

According to original mod page:
Ameiro - Original artist, concept and author of the animal mod "oni".
MoriShep - Original author to convert the animal mod into a alien race mod.
Lucky - Joined the team to work on the textures for a period of time.
BlackMarket420 - Commissioned for the new guns and projectile textures.

Rimworld is owned by Ludeon Studios.

This mod:
This mod itself is made by just me.
Art in mod page and some of textures, XML, C#: me

Some of textures and coding, descriptions inherited from original mod is not my own of cource.

My goal is to create high-quality mods that stay true to the vanilla textures and systems without overcomplicating things. If you enjoy my work and want to support me, please consider donating—I’m hungry!
[buymeacoffee.com]
32 Comments
Tarojun 21 Oct @ 2:38pm 
This is not a biotech port of Oni of the Rim. They are a different thing that just happens to borrow that mod's assets to make something new.
RaRaRazuri 21 Oct @ 11:31am 
One of my favorite race mods back in the day, thanks for porting them to Biotech!
SÅGÅ 8 Oct @ 7:34pm 
Going through the files, it looks like the 2 male hair styles from OotR old didn't get ported to the Ox Hairs used by the new.
SÅGÅ 8 Oct @ 7:24pm 
Xenotype'd Oni Male's are only spawning with the bald hairstyle.
Eclair  [author] 25 Sep @ 4:27am 
@Marcus Aurelius Antoninus
Attacking with their horn doesn't necessarily increase the chances of losing it.

@TheRedPriest
I'll look into it.
TheRedPriest 24 Sep @ 12:32am 
I have noticed the horn can be removed and reimplanted, but its currently set to replace:
Head, Skull, Brain, Eye, Ear, Nose, Jaw. Meaning that having anything bionic on your face makes you illegible to get the horn. Could you please have it so it has the install site: head, but no the replace: head?
Marcus Aurelius Antoninus 21 Sep @ 6:35pm 
and if the horn is important, why the heck my oni colonist keep using it to attack enemies which makes them loss their horn
Marcus Aurelius Antoninus 21 Sep @ 1:20am 
is there any way to regrow the horn?
Tarojun 8 Sep @ 6:56pm 
@[JdG] Pejman
It wasn't the race mod problem, it was an old method in HAR that dealt with custom thoughts back in 1.0. And potentially the one custom thoughtworker def in the race mod that got immediately removed for 1.5 because it brought nothing to the gameplay overall.

@Draganaur
Use the main Oni of the Rim race mod alongside this Biotech expansion mod to get the new Blessings mechanic that bring out the different attributes that changes up what the Oni becomes more specialised in.
[JdG] Pejman 8 Sep @ 4:09pm 
It was in the dubs bad mods list for a really long time until it was more or less abandonned iirc. If I had to guess it would probably have been needs and resource production mechanics that probably ticked way more than needed.