RimWorld

RimWorld

1,311 ratings
Vanilla Races Expanded - Waster
2
5
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
4.191 MB
1 Jun, 2023 @ 4:03am
8 Jan @ 6:43am
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Waster

In 2 collections by Oskar Potocki
Vanilla Expanded
105 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]
191 Comments
CrackaJack 31 Dec, 2024 @ 1:34pm 
"32, which was plenty of time for early humans to proliferate." you couldnt raise your child but ok, they´d all be retarded after 2 generations, get no work done, be slow at everything(have no fighting chance), and yet there are wasters spawning that "didnt degenerate yet" which is ONLY possible if theyre clones of the original.otherwise wasters would have reached max degeneration pretty soon, and that´d be their final version. its impossible for wasters without instability to be born naturally, its a paradox. someone is cloning thousands of these and dropping them on the planet, or they would not have an entire faction.
overthinking, maybe i guess, but gameplay wise this probably makes people banish their wasters offspring or outright sterilize wasters. i guess im trying to say there could be some kind of counter measure...? for lore and gameplay consistency?
Eric 25 Dec, 2024 @ 3:55am 
I personally love wasters so thank you Oskar, you are a true gigachad
Secretsquirrel 29 Oct, 2024 @ 5:23pm 
What if they waste the waste, thus ruining their waste?

But yea I get it, Just sometimes i like to know how technical things are. Appreciate that. Otherwise its a good update. Only thing that would make it better would be a toxic spray gland or something lol.
Oskar Potocki  [author] 29 Oct, 2024 @ 8:49am 
Sir, did you see the name of the mod you're commenting on? :)
Secretsquirrel 28 Oct, 2024 @ 3:28pm 
So burn barrels are actually detrimental to cleaning and more for spreading. Lol alright.
Oskar Potocki  [author] 27 Oct, 2024 @ 3:47pm 
No net positive, in fact net negative.
Secretsquirrel 27 Oct, 2024 @ 1:11pm 
I have a question: Will burn barrels earn you a net positive on waste reduction or are you just throwing it in there just to pollute?
Teneksi 20 Sep, 2024 @ 7:07pm 
If the baseline life expectancy is 80, the extreme instability would drop expectancy to 32, which was plenty of time for early humans to proliferate.

I do think that wasters who spawn in should have different levels of existing mutation. With how much thought and care goes into these mods, I don't buy that we're overthinking it.
Cockylida 20 Sep, 2024 @ 2:44pm 
I think It'd be cool if Wasters used gas masks that gassed them with tox instead of regular gas masks. Right now the gas mask aesthetic the game gives them doesn't make sense for them, since regular masks are actively detrimental for their pollution stimulus.
Yehoria 11 Aug, 2024 @ 7:46am 
Also i really think @CrackJack got a point