Rimworld Mod Rundown - Vanilla Races Expanded Lycanthrope

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024

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  • @youtubecommenter4213
    @youtubecommenter4213 ปีที่แล้ว +44

    vampires, demons, and the undead mod would be a good one to cover, since it adds a bunch of different play styles associated with the new genes and synergies well with other ve mods. probably have to cover big and small genes first or with it though.

    • @general.catallion_8054
      @general.catallion_8054 ปีที่แล้ว +3

      that's the one that also adds the chance for pawns to come back alive as returned or whatever their called, right? that mechanic has brought me some fascinating moments in my playthroughs.

    • @-Zarion
      @-Zarion ปีที่แล้ว +5

      Oh, the name of that mod is "Vampires, Demons, and the Undead" I thought you just listed 3 different mods x)
      Thanks, gonna add that, but I guess I have to play biotech with fewer mods first, didn't play it yet.

  • @YukonHexsun
    @YukonHexsun 4 หลายเดือนก่อน +3

    Ahhh... we've started out with the best music you could choose. I recognized that guitar immediately.

  • @pendantblade6361
    @pendantblade6361 ปีที่แล้ว +4

    Oh thank Randy, a TH-camr specifically focusing on RimWorld mods! You got a sub, sir.

  • @jaybee8862
    @jaybee8862 4 หลายเดือนก่อน +1

    Omg tysm for the xenotype exporter showcase, been looking for somethin basically exactly like that ❤

  • @dagirem9484
    @dagirem9484 ปีที่แล้ว +6

    Diablo 1 music is heaven for ears

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +4

      Always feel bad turning down the music for these videos so it doesn't overpower the vocals. Such good memories from some of the soundtracks.

  • @ImperatorMagus
    @ImperatorMagus 4 หลายเดือนก่อน +2

    Recently did a medieval sangophage empire run, noble Bruxa with imperial titles that could morph into strigoi. Now i need to do a tribal lycan run

  • @Fearsia
    @Fearsia 11 หลายเดือนก่อน +3

    This is almost exactly what I've been wanting for a long time is werewolves!

    • @MysteriousFawx
      @MysteriousFawx  11 หลายเดือนก่อน +1

      Lots of fixes added to the mod since the Rundown was recorded too, now it's working better than ever!

  • @vhvx10
    @vhvx10 ปีที่แล้ว +3

    love the editing style

  • @williamjawbone3385
    @williamjawbone3385 ปีที่แล้ว +1

    Right on these videos are getting me back into rimworld and rimworld mods

  • @Rudifaction
    @Rudifaction ปีที่แล้ว +5

    The moment I saw this Mod. I Knew youe Video would be coming up soon.

  • @ethanbumm1203
    @ethanbumm1203 11 หลายเดือนก่อน +1

    Was currently working on a hive mind bug colony and definitely gonna be using morph to make larvae stage for them when they are young. Have a good one mate

    • @MysteriousFawx
      @MysteriousFawx  11 หลายเดือนก่อน +1

      Hivelings from alpha genes will have some perfect parts for that run, can make some fantastic custom xenos combining those mods together!

  • @jimothyworldbuilding3664
    @jimothyworldbuilding3664 ปีที่แล้ว +8

    My current playthrough is a pair of twins, Andrew and Emilia, who've been stranded on "Spooky Planet"... fat paragraph of the lore at the bottom of this comment.
    I'm adding the lycanthropes to the ongoing run as a savage tribe using xenotype spawn control. Since I'm also playing with the Bloodmoon mod, some of the logic is gonna be that they were either made in genetic experiments ("to fight the werewolves, we will MAKE werewolves!") or they're people that were infected with lycanthropy, but haven't lost their free will. Their ideology is gonna be the naturalist type, with some brutal components, and lore-wise they'll be worshippers of Hircine. I'm not sure if faction control lets you set relations for hidden factions, but if it does I'll make them and the hircine hounds allies so that they don't fight each other if they both show up on a map. I'll probably also use Total Control to give them random amounts of Hircine's gifts (bonuses to manipulation etc).
    Being able to shift pawns between xenotypes is such an insane thing that I have no idea what I'll do with it. I've already used xenotype exporter tool to make "worklings", "gravelings", "shadow demons", "cringe-mates", "discordmods" and "murder clowns."
    I might modify Andrew and Emilia to be more pack-like in their behaviour towards each other. They're their own "graveling" xenotype, with pheromones from the saurids mod and pack mentality ensuring they don't turn on each other. They're sad, but sleep quickly, so I don't have to spend as much game time just staring at them sleeping. Also very aggressive. I like the idea of them having fights, but always liking each other overall. Emilia is abrasive, Andrew is apathetic. Let their attractions be random, which resulted in gay Emilia and straight Andrew (this caused problems).
    The lore on the current run:
    Spooky Planet used to be semi-normal. Regular news of cults, serial killers, high rates of mental illness and people generally unhappy, lots of missing persons cases, some obvious cover-ups, things that didn't make sense, unconfirmed rumours about strange, sometimes supernatural things and conspiracy theories abound. But life was mostly normal for most people. Until everything went kahooey, most died and civilization collapsed for unknown reasons.
    Some refugees escaped to "Normal Planet", which is in the same or the next solar system. Normal planet is fairly normal.
    When the refugees arrived, they were immediately grabbed by the government, branded insane, lobotomised and stuffed in an asylum. A woman among the refugees gave birth to Andrew and Emilia. Based on timing, they were conceived back on Spooky Planet. The two of them were thrown into an underfunded orphanage and forgotten about.
    18 years later, weird stuff like that on spooky planet has started happening on normal planet. It's slowly been getting more the case since spooky planet went kahooey, but isn't anywhere near as extreme as spooky planet's stuff was right before it went kahooey.
    Andrew and Emilia are kidnapped on their way to work and dropped on Spooky Planet with nothing but the clothes they're wearing and a single meal in each of their backpacks.
    Will they die? Will they become evil maniacs who destroy the planet? Will they be saviours who return it to the light? Will they just escape, and if they do, how will they have changed? If any, what friends will they make along the way? Tune in next time on the adventures of Andrew and Emilia!
    [So far: Started in a thisrimofmine city. Surprised to find an anima tree, thought they wouldn't grow there. Andrew is a protector who regrows the limbs, Emilia's an archon who mind breaks enemies. Ideology is isolationist to represent people actually being loyal to their factions. Phytokin quest gave animakin named Pear, who first became a wildspeaker. Andrew and Emilia both kept seducing Pear, so Pear was constantly cheating on both of them, which made Andrew and Emilia keep getting angry at each other and social fight (yes, even with genes specifically there to make them like each other, the stole-my-girl opinion malus kept stacking up from how often this happened and they were at each other's throats). Reformed ideology to be polyamorous; now they share. Stayed in city for 2 years, getting an army of 10 restless thralls. Got necromancy book from trader, made mistake of having Emilia use it to fit her archon-ness even though she's got no intellectual skill, she couldn't even raise a single undead. Had to leave city because of an army of fetid corpses event. Stayed in wilderness for a bit. Figured out the brainwashing chair and been slowly using that to convert certain thralls into normal colonists, including a former tribal called Biera, who Andrew then became the lover of. Moved into a VFE Ancients vault. Pear has died]

    • @ultimat3wingman270
      @ultimat3wingman270 ปีที่แล้ว +1

      Hell yeah

    • @jimothyworldbuilding3664
      @jimothyworldbuilding3664 ปีที่แล้ว +1

      Had to cut this comment short to bully someone so here's some more:
      I use character editor to make brain-broken thralls asexual cos it feels a bit weird that someone so brain-wonked they can't even sleep would get romantical.
      Felix -> Nizai, a hyper-melee focused xenotype that needs wake-up to survive. Was one of two refugees that joined in the thisrimofmine city, the other refugee left without me noticing. She was psychically bonded to the other refugee, a 51 year old gay dog man (she was 17 btw), and so has permanent psychic bond separation. Obtained 300 wakeup from a real ruins ruin so I think they're gonna be fine.
      Lynx -> Dracul vampire that joined us as a runaway being chased by tribals during the thisrimofmine city. Woman. There's literally always a shortage of blood because a lot of the thralls are vampires.
      They and Pear are the only willing joiners we've had. All the rest, totaling 18 colonists, were mind-broken by Emilia.
      Smelly -> Lowmate woman that fell from the sky and seduced Emilia AS she was being rescued. Totally useless.
      Pear's cause of death was a necronoid infection. Her body turned into several nasty spiders, so there was no corpse to put in a freezer. She was a half-vampire phytokin who'd use the timeskip meditation ability to continually get older (increasing psychic sensitivity) and advance her psychic abilities; she may have been the strongest psycaster I've ever played with, and could've gone so much further. Also an amazing harvester, single-handedly kept the colony fed.
      "Elevated" thralls -> Used brainwashing chair to remove thrall trait. Also made them into iron-willed ascetic sanguine dweebs. Also remove asexual trait and let the game randomly assign them an attraction.
      Biera -> Baseliner. Became the wife of both Andrew and Emilia, and had Andrew's child. Died; blasted by bandits. The kid is fine.
      Slayer - Yttakin. 20 melee let's go. Also designated fishy boi.
      Garbage - Cook. Made them eat a gene pack for the quick sleeper gene so they can spend even more time making survival meals, of which I've got like 1000 in the stockpile.
      Others -> Sent to outposts. There's also "Vampiric Fishing Co", a fishing settlement for brain-brokes I can't be bothered to un-thrall, mostly vampires.
      I don't remember the names of thralls but they die all the time. Meatshields.
      There are about 20 vampires currently held captive in the vault. I've de-legged all of them. When Emilia brain-breaks one of them, I have Andrew cast limb regrowth on em. Or I don't and just drop pod them into the fishing settlement.
      Huskies; too many huskies. Also labradors and a wolfhound. All venerated by the ideology. Their constant deaths provide plentiful reformation points, but do also make the colonists sad, but are also necessary to keep my computer from melting. Had over 100 at one point. Often send them to outposts using drop pods or colonists that drop them off. Outposts are set to keep whatever they make, have to go pick stuff up from them, so this happens plenty.
      Think I'll make a ranch for breeding huskies. Then just keep like 12 sterilized ones at the vault.
      I'm playing with the eat genepacks mod. Yummy. Andrew and Emilia are both tough, nimble, sanguine, fast learning joggers thanks to the "everything is a gene" mod.

  • @ultimat3wingman270
    @ultimat3wingman270 ปีที่แล้ว +2

    What a fantastic mod, and an even greater rundown! You truly are a wonder with these videos man! Every breakdown flows perfectly.
    Looking forward to your next video! If there is any way to support you besides a like and a comment, please let us know!

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +1

      At the minute, every like, view and comment goes a long way to helping me reach the goals to start earning through TH-cam so that is all I'm asking for!

    • @ultimat3wingman270
      @ultimat3wingman270 ปีที่แล้ว

      @@MysteriousFawx Right on brother, stay strong my man. Looking forward to all your content in 2024!

  • @rly_gud_prayr113
    @rly_gud_prayr113 ปีที่แล้ว +4

    Do you think you'll cover Erin's, Apha Genes', Roo's, and Biotech Expanded's races? I feel like those 4 + VRE are the best and most polished race mods out now.

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +2

      I've used a lot of them myself so will definitely be covering them!

  • @timestogame
    @timestogame ปีที่แล้ว +3

    love these types of videos!

  • @jaybee8862
    @jaybee8862 4 หลายเดือนก่อน

    Ive made quite a few custom Xenos that rely on morphing/ascending
    The Porks, and the Boarks are probably my favourite
    Based on a hybrid of the Warhammer 40k Orks+Krorks and the Orks from Reincarnated as a Slime
    The basic version, the Porks are little more than livestock. They are cowardly, have pigskin, produce pork when butchered, they regenerate missing limbs and organs. Basically a VRE Pigskin 2.0, yet they have the ability, if given the opportunity, to overcome their forced domestication and ascend, much like pigs themselves, into the Boark.
    A Boarskin 2.0, a tusked, hulking, massive, carnivorous, regenerating, thick-skinned, monstrosity.
    Two very different xenotypes, that i feel logically make a lot of sense, one being the perfect prisoner and punching bag, and
    one being the perfect frontline tank.

  • @Random.Rebel.Lt.General
    @Random.Rebel.Lt.General ปีที่แล้ว +3

    Can You Cover The Alpha Mods

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +3

      Alpha coverage is coming, they're huge mods so they'll take a little longer is all.

  • @viren_jalkun
    @viren_jalkun 8 หลายเดือนก่อน

    With Damage Morphing I can finally make Bruce Banner. What a day!!

  • @ClaytonKetron
    @ClaytonKetron ปีที่แล้ว +1

    I dont think I understand the wolfman vs lycan, can i get more lycans by implanting the gene in a baseliner or does that just make another wolfman that cant transform? The people I've implanted with lycans never end up transforming

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +1

      I had the same, seems to still be ironing out some bugs. It works fine for some but not for everyone. It *should* work and you can normally trigger it by saving and fully reloading. I had to dev mode one person I'd transformed though as it never quite 'took'.

    • @ClaytonKetron
      @ClaytonKetron ปีที่แล้ว +1

      Must be a conflict with my modlist since i've tried reloading and installing the mod a few times. Thanks for the response, ill have to try using dev mode for the time being it seems@@MysteriousFawx

  • @cookudysu90
    @cookudysu90 ปีที่แล้ว +1

    Can you transform into a Tribryd which is basically a Vampire, Lycan and a Witch or something else???

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว +1

      If you have that xenotype in your game as something other than a custom type, i.e, added by a mod, you can make a custom xenos that morphs into them with your own custom settings.

  • @kacperspisz4239
    @kacperspisz4239 ปีที่แล้ว +2

    can you do one on deserters?

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว

      Empire first, then deserters, as it plays off the other. Faction mods will be worked through now that races are done, they're a bit more work is all, so releases won't be as rapid as the races series.

  • @ramboturkey1926
    @ramboturkey1926 ปีที่แล้ว +1

    definitely want to make a proper insect hive with useless grubs that turn into worker drones

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว

      Make sure to pick up Alpha Genes and Alpha Genes Insectoid Mutations if you're going to give that a try! It gives you the insect mutations from VFE - Insectoids as genes rather than body parts you need to install. Not to mention a heap of new Xenotypes that play well into making bug peeps.

    • @ramboturkey1926
      @ramboturkey1926 ปีที่แล้ว

      @@MysteriousFawx got that, i think ill ad a mod that lets them lay eggs too, what i need is the custom xenotype exporter

  • @Retrospect-53
    @Retrospect-53 ปีที่แล้ว +2

    Praying for someone to make the Allayi from Endless Legend with this. Big potential

  • @oSantanas
    @oSantanas 9 หลายเดือนก่อน

    If you create a custom xenotype with luciferium dependency that morphs into a uhlan with the same gene does the dependency still reset?

  • @Foostini
    @Foostini ปีที่แล้ว +3

    Cut your stumps man, missing out on so much wood

  • @dapperdawgplays
    @dapperdawgplays ปีที่แล้ว

    I am doing a silly run mixing Lycanthrope with Deserter using the standard Lycan/Wolfman as the core of my team... territorial be damned.

  • @brendentran1
    @brendentran1 ปีที่แล้ว +2

    Can you do a video on Vanilla factions expanded: Deserters

    • @MysteriousFawx
      @MysteriousFawx  ปีที่แล้ว

      VFE Empire will be covered first, then I'll do Deserters afterwards, they'll (hopefully) be some of the first videos out in 2024.

  • @Inactive_Account29283
    @Inactive_Account29283 7 หลายเดือนก่อน

    7:39 kinda SUS

  • @maxrideout4344
    @maxrideout4344 8 หลายเดือนก่อน

    TIL there is a cap to stats, and a mod to remove them

  • @ntma
    @ntma ปีที่แล้ว +3

    not CE-compatible at release; 0/10
    rly tho, waster->uhlan morph will be fuggin sick when its patched
    [yayo, flake, tea, luci, gojuice all at once wew]

  • @celwenileran2135
    @celwenileran2135 4 หลายเดือนก่อน

    One of the weaker mods in the lineup. Unfortunately the lycanthrope race is incredibly wonky and has plethera of issues and unintended interactions. Not to speak of the annoying notifications.

  • @colebehnke7767
    @colebehnke7767 11 หลายเดือนก่อน +1

    I’m personally disappointed with how they did this mod. A much better system would be to add a new type of genes (akin to endogenes or xenogenes) called dormantgenes that remain inactive until certain activator genes are met, at which point the genes become endogenes and the previous endogenes become dormantgenes. This way you could create your own custom species without any funky stuff, and it makes transforming Xenogenes and gendered genes possibility.

    • @MysteriousFawx
      @MysteriousFawx  11 หลายเดือนก่อน

      Not able to say for definite but I'd think the difficulty with working them that way would be the conflict system with certain genes, can't take 2 types of fingers, 2 types of skin, a positive *and* negative boost to a skill at the same time, even if they're dormant, they'd still be on the same line, so I'd imagine the game would be throwing a hissy fit over that constantly.
      Hard to tell though.

    • @colebehnke7767
      @colebehnke7767 11 หลายเดือนก่อน +1

      ⁠@@MysteriousFawxyet you can do that with Xenogenes. Basically they will be in different lines, dormantgenes of both endo and xeno verity will have their own sections in the gene tab and could be edited separately from the main two. The two bonuses with this system is the ability to customize your own switched genes, and the ability to have switchable Xenogenes.
      The vanilla expanded team have shown that they are able to do this with Androids.

    • @MysteriousFawx
      @MysteriousFawx  11 หลายเดือนก่อน +1

      The dormant part is the issue. To make morphing work that way you'd need to rework the way active and dormant genes operate, which is a core game feature, so it could cause a lot of unintended complications with other interactions or even other mods.
      Androids work that way by totally pulling the subroutines out of the line to replace them via the reprogramming station, or swapping the entire Xenotype over to an Awakened Android. The behaviour station is something the player does manually, with the previous subroutine setup that was taken out not being stored anywhere by the game for the pawn to 'revert' to, it's like adding a Xenogerm over a Xenogerm, the old version is just gone. Basic Androids becoming awakened was pretty much a test run for Morphing, only without the part to keep switching back and forth. Awakening entirely changes their race, not just the subroutines in their line, so there is no interaction of it turning on/off dominant/dormant genes, it just replaces the entire pawn.
      It's honestly tricky to say though, I could be off with that assumption, something the team would need to address themselves. I'm purely going by what systems I've seen work with genetics so far and I've seen nothing that can flip the priority for dormant and active genes automatically without causing other issues, it gets even harder when you need to add in genes included from other mods and sources.

    • @colebehnke7767
      @colebehnke7767 11 หลายเดือนก่อน +1

      @@MysteriousFawxuh, I was using Androids as an example of how the vanilla expanded team has the experience to modify the gene system.
      Basically what I’m thinking is that in the gene tab in each pawn there will be two more categories underneath Endogenes and Xenogenes. Doing this should be responsibly possible as it involves duplicating some of vanillas code.

    • @MysteriousFawx
      @MysteriousFawx  11 หลายเดือนก่อน +1

      Additional gene lines still work with dominant and recessive rules. Which is the point I've been trying to make.
      They've designed new lines, yes. They haven't used them to ignore base game mechanics.

  • @gaufre2000
    @gaufre2000 ปีที่แล้ว +1

    first

  • @railaschneider1487
    @railaschneider1487 ปีที่แล้ว +13

    Trying currently to make a Sanguophage kinda Xenotype who can morph into a Vampire Lord from Skyrim/Underworld, aka "Giant super bat monster thing"

    • @chillyavian7718
      @chillyavian7718 ปีที่แล้ว

      Just get the sanguophage expanded mod and make a xenotype that can morph into one of the more violent ones

    • @Random-vm9kl
      @Random-vm9kl 11 หลายเดือนก่อน

      Alpha Genes has a xenotype called "Malachai" which is very strong and looks similar to vampire lord form. You could install Alpha Genes with VRE: Sanguophage and use the malachai morph gene