RimWorld

RimWorld

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Offworlders - The Aberrite
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Mod, 1.5
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653.329 KB
20 Apr, 2024 @ 11:12am
20 Apr, 2024 @ 12:19pm
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Offworlders - The Aberrite

Description
This is the third in a series called Offworlders, which aims to fill in the gaps I felt existed between in-game genes and premade xenotypes. Offworlders as a series is meant to avoid bloat and simply act as a means flesh out biotech's available resources.

Finding their origins beneath the surface of blighted glassworlds, the aberrites dedicate themselves to one thing and one thing only: corrupting the human form. These glassworlds became such after orbital assault via imperial forces - the reason why being unknown to most. However, oral and written history from insular aberrite groups reveal a worrisome truth. They once were overrun by inhuman monstrosities. Where others saw certain doom, the aberrites saw potential. They receded to their bunkers, and worked to harness anomalous genetics to make themselves anew.

Reclusive as they are, the aberrite are not a violent people. They are scholarly by nature. Though their ability to host those of more mundane xenotypes is limited by their inability to cook, their aptitude for medical treatment make them worthwhile allies on the rim. They do, however, suffer severe sensitivity to UV radiation, and rely on wake-up drugs to maintain their genetically disastrous bodies. Be warned, however, that wherever the aberrites settle, their anomalous origins trail closely behind them.

This mod comes with an altered version of the "The Anomaly" scenario which comes with the Anomaly DLC. It remains mostly the same, except you don't start with a ghoul and instead have better gear + microelectronics research. Also, all your pawns will be Aberrites. I would say its a little bit easier than the default, but still challenging by virtue of the monolith being active immediately.

NEW GENES
Gruesome
Complexity: 1
Metabolism: +3
Carriers of this gene have abnormal growths all over their bodies, making them repulsive to all but the most accepting of people.
  • -3.0 Social Impact
  • Pawns have grody looking tentacles and flesh-growths on their heads.

Humble
Complexity: 1
Metabolism: -1
Carriers of this gene are disinterested in displays of beauty or wealth, and are uncomfortable with such things being forced upon them.
  • Forces the "Ascetic" trait onto pawns.

Void Attunement
Complexity: 1
Metabolism: -2
Carriers of this gene have an uncanny kinship with the void. They perform tasks relating to anomaly study and confinement quicker, and more efficiently.
  • +15% Faster entity study rate and activity suppression rate.
  • +20% Greater study efficiency.

PATCHES
Added to existing factions
Shamblers and other wanderers-in from Anomaly have a 66% chance to be Aberrites. Now those strangers look *really* untrustworthy!

KNOWN ISSUES
Facial Animations' most recent update placed an odd outline on headbone graphics, so this won't look good using it. Not totally sure what causes that.

ADDITIONAL COMPATIBILITY
None yet.

F.A.Q.
Q: You should add (thing, thing, thing) to this mod!
A: Maybe I should! If I do, it may not be for a while, though. My modding ability is still somewhat limited.

Q: Is this compatible with (other mod)?
A: So long as that other mod doesn't change the way faction defs and xenotype defs work, most likely!

Q: Do you plan on updating (other mods)?
A: Yes, but don't expect updates to come quickly unless more serious errors are occurring. Adding new flowery content is a secondary priority to making sure everything works.

RECOMMENDED MODS
Vanilla Pawns Retextured
Graphics Settings+
RocketMan - Performance Mod

UPDATE LOG
None yet.
27 Comments
TcT Goth98 17 Jul @ 10:40pm 
I would also love for this to get updated when you can. It's amazing for creepy playthroughs.
CRISISCUISINE  [author] 8 Jul @ 3:52pm 
@Billo J Dhaka: Yes, eventually. Havent been keeping up with rimworld as much but it'll be updated as soon as inspiration strikes.
Billo J Dahka 6 Jul @ 12:33am 
will this get a 1.6 update?
TheGnomishOne 15 Apr @ 6:35pm 
Super lightweight and slots right into a noticeably empty niche, well done man.
Gnox 15 Dec, 2024 @ 3:02pm 
Your xeno mods are the best in my opinion, adds lots of new variety to the existing in game Tynan made
Rob Bobbert 7 Nov, 2024 @ 4:47am 
Foul Tarnished...
CRISISCUISINE  [author] 12 Oct, 2024 @ 9:39am 
Thank you for the feedback everyone, haven't been super active with Rimworld stuff but I'm glad folks are still using my xeno mods!
Fenchel-Honig 6 Oct, 2024 @ 7:01am 
Great xenotype! Huge fan of the integration of the Void Attunement gene for anomaly-related stuff! 👍
Dead Thing 4 Oct, 2024 @ 1:48pm 
Started the Abberite scenario. Got all my drug production researched. "Wake up requires neutroamine."

Oh. Right.

So anyways that was a good run! Shame about that colony falling apart. I enjoyed the time I spent with them though. I was a little worried about their cooking ability at first but then realized they couldn't get food poisoning. They just happily munched on anything they could find. Our prisoners weren't so happy about constant food poisoning but being stuck in bed all the time just kept them from going berserk!

Good race. Subtle but effectively changed the nuance of gameplay. I'll look forward to having them come along in another colony later to help with Anomaly research...when I have enough neutroamine for them.
Latex Santa 12 May, 2024 @ 11:31pm 
@Translenderman
Now these are TRUE MUTANTS, fallen so far from the Emperor's Light, as to be irredeemable.
Ending their miserable existence would truly be a blessing for all. PURGE THEM, BROTHERS!