RimWorld

RimWorld

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Vanilla Races Expanded - Waster
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Mod, 1.4, 1.5
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4.191 MB
1 Jun, 2023 @ 4:03am
8 Jan @ 6:43am
6 Change Notes ( view )
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Vanilla Races Expanded - Waster

In 2 collections by Oskar Potocki
Vanilla Expanded
109 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 time, we have turned our attention to Wasters. I was never a fan of how little benefit there is of having wasters in your colony, and how high maintenance they are when it comes to supplying them with yayo.

The mod brings an innovative mutation system into play, ensuring every Waster you encounter is distinctively different. Not just this, you might even stumble upon several diverse types of Wasters, each grotesquely twisted and mutated more than the last.
Waster Mod adds a new dimension to the game with brand-new structure - burn barrel, which you can use to buff your wasters through the new pollution genes, or deploy around your base to spread pollution quickly and efficiently, offering intriguing gameplay dynamics around pollution and waste. It also introduces several new genes and mutation-specific genes, expanding the scope for character development and game strategies. The system ensures no two Wasters are identical, providing a uniquely challenging experience every time.



Vanilla Races Expanded - Wasters 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: How do mutations work?
A: Mutation is a random gene that turns into one of the predefined pollution related genes. They get passed down to offspring, meaning a child of two wasters will inherit all the mutations that their parents have - yes, you can make a super waster if you’re willing to selectively breed them.

Q: Do these genes appear in genepacks in the game?
A: They do! All the genes labelled as mutations are actually also normal genes that can be found or even selected at the start when designing a custom xenotype.

Q: What happens to existing Wasters?
A: They remain unchanged as the changes are not retroactive. They will not have the new genes.

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: I think so. We’re not adding any new weapons.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Gaunt body by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
201 Comments
Captain Failure 6 May @ 11:27am 
I guess in that case what I'll do for myself is go in the mod folder and change the efficiency of tox absorption from -1 to 0 since it seems to work as a temporary workaround for custom xenotypes.
Sarg Bjornson  [author] 6 May @ 11:01am 
I don't remember the specifics, but we went about it in a roundabout way to support existing wasters when the mod is installed. We can't guarantee custom xenotypes working with it.
Captain Failure 6 May @ 10:53am 
I'm having the exact same issue where the pollution benefit genes will not go above or below minor unless tox absorption is present. At first I thought it was because I had three of these genes on a person and it was some kind of hidden balance mechanic. Until I adjusted to only have one. Had to use dev mode to manually adjust the severity of the pollution productivity without recreating the entire xenotype and account for the extra metabolic cost.. This is on a custom xenotype, just like the last person. Could potentially be another mod causing the issue. I'll try testing with all of my other mods disabled sometime.
Dea 29 Apr @ 10:06am 
so after some more messing around I found either a fix or maybe a workaround for this if anyone is having the issue me and Xean were having, if you add the "tox absorption" gene then it starts to scale correctly.

I'm not sure why as this should seemingly be a separate gene that isn't required for scaling your pollution stimulus but this works as a workaround at least.
Dea 29 Apr @ 9:56am 
@xean I'm having an issue with that, for some reason the normal "waster" xenotype works fine but when I add it to a custom xenotype it just stays at "pollution happiness (minor" no matter if my pawn is on a clean tile or a polluted one. I can't figure this out on my end
Xean 25 Apr @ 1:46pm 
Are there any issues with giving a custom xenotype one or more of the special mutation genes?
SAUCE__GODD 6 Mar @ 5:29pm 
Can we get a cosmetic nose-hole gene?
Trivia Vanille 7 Feb @ 9:14pm 
hey, just to clarify, according to the official compatible mods list on CE, this mod may not be compatible with CE (assuming that list is up-to-date), since this is the only VRE mod not listed there at this time
Sarg Bjornson  [author] 31 Jan @ 12:58am 
Because it's a cool story?
Wildtrip 31 Jan @ 12:58am 
This actually makes Wasters even more high maintenance for even less usefulness imo. Why would you ever even take a waster in a mix race colony if they are only getting these buffs in pollution that hurts everyone else and any babies they have will get cancer and they still need psychite?