RimWorld

RimWorld

1,227 ratings
Vanilla Races Expanded - Fungoid
9
8
4
2
2
6
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
3.279 MB
28 Sep, 2023 @ 11:49am
2 Apr, 2024 @ 7:30am
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Fungoid

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 of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

The Fungoids are a new archite-dependent rare xenotype, inspired by the eerie depictions of zombies but with a distinctive RimWorld twist. Initially capable of rational thought, these genetically-engineered beings gradually lose their mental sharpness while their physical prowess escalates.

Delve into the lore of Fungoids, initially conceived as a military project to combat the Insectoid menace. Explore a vast array of unique genes! Immerse in the genetic diversity with new genes like Mind Coalescence, Gene Infector, Fungal Crest, and many more, each with unique effects and mechanics.

Experience the suspense and danger of the new Ship Part Crash event, where a fungoid ship crashes, unleashing a potential threat upon your colony.

The mod is laden with new items, mechanics, and a detailed narrative on how the fungoids interact with the world, their infection abilities, and their evolving physical and mental attributes.

Embark on a journey of genetic exploration and face the ancient threats that lurk within the cosmos. Watch as your favourite colonists turn into mutated fungal monstrosities, as they slowly succumb to husks of their former self.



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
























Mad Skills will overwrite our patches regarding skill loss

[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: How do I get my own fungoids?
A: There is no other way that waiting for the fungoid ship to crash, and then letting one of your colonists be infected. Simply don’t treat the infection, and your colonist will turn into a fungoid!

Q: What happens to existing xenotypes when colonists become fungoids?
A: They turn into endogenes! This means that a fungoid hussar will retain some hussar attributes!

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: Why are fungoids not zombies?
A: Fungoids are our own twist on a mutating virus. They were never meant to be a swarm of mindless husks that groan, moan and die to headshots. We want them to be stronger, more impactful and truly dangerous in numbers greater than 1.

Q: How do colonists become fungoids?
A: They need to be hit by a fungoid in melee. This will apply the Xenotype infection.

Q: Can I install the Gene infector gene on anyone?
A: Yes! And even better - it will change infected people into whatever xenotype infected them. Yes, you can make a catgirl that infects people and turns them into catgirls.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: CE compatibility is handled on the side of CE.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Code work by Sarg.

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
46
20 May @ 12:10pm
PINNED: Suggestions
Sarg Bjornson
405 Comments
Tookatee 9 Jun @ 4:42pm 
@exBeNN Here is the submod to remove that vomiting gene from this xenotype, note it will only affect newly spawned fungoids so you'll have to manually reapply the fungoid xenotype to your prisoner using the dev console. https://sp.zhabite.com/sharedfiles/filedetails/?id=3433197206

If you are interested in other QOL changes for this Xenotype, checkout the collection the mod is apart of.
Wave5 8 Jun @ 5:41pm 
If I have colonists who have turned into fungoids, do I need to create a new genotype to change them back with a gene assembler, or would I need a mech serum to remove the infection (since they didn't develop immunity and turned)? Or is it both? Thanks
Sarg Bjornson  [author] 5 Jun @ 10:48pm 
It won't change, as it is exactly the way we intended it to be. People have made submods to tweak things more to their liking
exBeNN 5 Jun @ 5:47pm 
The vomiting is quite excessive, if there was at least a chance to trigger it on interaction it would make more sense. I can't even recruit an infected prisoner because my warden keeps constantly vomiting without no end. I like the design and idea but it's implemented in quite a weird way, probably won't even change but oh well still wanted to share my opinion on it
Whisper 31 May @ 1:20pm 
@snappa There's a cure item. Just research it.
ElysianEcho 27 May @ 11:43am 
it's all xenogenes so it should get replaced if you implant something else on top, or use a xenotype nullifier if you have alpha genes
Snappa 5 May @ 9:12pm 
Is there any way at all to cure fungoidness??
Tookatee 14 Apr @ 11:20am 
Just created yet another patch for this mod that removes the Mind Coalescence gene (so no more colony wide mental breaks). Check it out here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3464000177

And check out my collection of quality of life patches for this mod here: https://sp.zhabite.com/workshop/filedetails/?id=3435047193
turnitup5000db 30 Mar @ 2:00pm 
Additional update. Waited for it to finish loading, which it eventually did. Spawned in without the Fungoid Ship Part, so I guess I win. Dropping a save here too, let me know if you want any info from it.
turnitup5000db 30 Mar @ 1:58pm 
Update, I think that save file is borked. Tried to reload it and it's been spawning things for about ten minutes, usually a ten to twenty second process on my rig.