Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

RIMWAAAGH — Orks of RimWorld [1.6] — WIP

RIMWAAAGH — Orks of RimWorld [1.6] — WIP [i]"We'z green, we'z mean, an' we'z growin' outta da mud."[/i] Adds the Orks to RimWorld — a brutal, fungus-based species driven by the power of the Waaagh. Grow, fight, and spread the spores of war across the Rim. [hr] Spore Reproduction Orks don't breed — they grow. Every Ork carries the [b]Spore Reproduction[/b] gene, allowing them to plant Spore Vats on fertile soil. These vats consume nearby food and grow a new Ork from fungal matter. The caste of the spawned Ork depends on your current population: [list] [*] [b]Phase I[/b] (0–3 Orks): 90% Snotlings, 10% Boys — survival mode [*] [b]Phase II[/b] (4–10 Orks): Snotlings, Boys, and first specialists (MekBoyz, PainBoyz, WeirdBoyz) [*] [b]Phase III[/b] (11–25 Orks): Balanced mob with Warboss chance (5%) [*] [b]Phase IV[/b] (26+ Orks): Full WAAAGH! — 8% Warboss, heavy specialist presence [/list] Blood Spore System When an Ork with the [b]Blood Spore[/b] gene bleeds on fertile soil, the blood can spontaneously grow into new life: [list] [*] [b]90% chance[/b] — Squig Shroom (grows into a Squig beast) [*] [b]10% chance[/b] — New Spore Vat [/list] Wounded Orks seed the battlefield. Even in defeat, the spores spread. Pruple Blood & Fungal Flesh Orks bleed purple. Custom blood effects replace the standard red with vivid green splatter. When butchered, Orks yield [b]Raw Fungus[/b] instead of normal meat — they're mushrooms all the way down. Six Ork Castes [list] [*] [b]Snotling[/b] — Small, fast, fragile grots. Good with plants and animals. Your early workforce. [*] [b]Ork Boy[/b] — The core fighter. Strong melee and shooting, poor at everything else. [*] [b]MekBoy[/b] — Engineering specialist. Excels at construction and crafting. [*] [b]PainBoy[/b] — The medik. Exceptional medicine combined with brutal melee. [*] [b]WeirdBoy[/b] — Volatile psyker channeling raw Waaagh energy. [*] [b]Warboss[/b] — The biggest, meanest Ork. 40% larger body, enhanced stats, and the WAAAGH! ability. [/list] WAAAGH! Ability Warbosses carry the [b]Da Big Boss[/b] gene, granting a powerful area buff: [list] [*] 12-cell radius aura [*] +20% Melee Hit Chance, +10% Dodge, +10% Damage, +10% Move Speed, +15% Pain Threshold [*] 1-day cooldown [/list] Rally your boyz and crush the enemy. Love Filth Orks [i]love[/i] dirt. The [b]Love Filth[/b] gene replaces the vanilla Beauty need with an inverted system: [list] [*] Filthy, ugly rooms = happy Orks (+8 mood in squalor) [*] Clean, beautiful rooms = miserable Orks (-6 mood) [*] Orks refuse to clean (cleaning work type disabled) [*] Room impressiveness is fully inverted — awful rooms are paradise [/list] Squigs Fungal combat beasts grown from Squig Shrooms (3-day maturation). Carnivorous predators with: [list] [*] Combat power: 120 [*] Bite and headbutt attacks [*] 90% wildness — difficult to tame, dangerous on failure [*] Yield fungal meat when butchered [*] Found wild in deserts and arid shrublands [/list] Ork Klan Faction A permanent enemy faction with varied raid compositions: [list] [*] Light raids: Snotling swarms with a WeirdBoy [*] Standard raids: Mixed Boys and specialists with a Warboss [*] Heavy raids: Elite warrior packs [/list] Scenario: "The Three Snotlings" [i]"We'z three snotlings wot crawled outta da mud."[/i] Hard tribal start with 4 Snotlings, minimal gear, and scarce food. Manage your spores, grow the mob, and raise a Warboss from nothing. Planned Features [list] [*] Expanded WeirdBoy psycast tree [*] In-game config options for spore rates, caste balance, and Waaagh effects [*] Remove dependencies on Vanilla Races Expanded (Pigskin & Archon) — goal is to make the mod fully standalone [*] Fix conflicting thoughts — some vanilla thoughts still fire and contradict Ork-specific mood (Love Filth, room impressiveness, etc.) [/list] [hr] Compatibility [list] [*] Adding mid-save may cause issues — new colony recommended [*] Load RIMWAAAGH after race and gene frameworks [/list] Requirements [list] [*] RimWorld 1.6 — Biotech DLC [*] Vanilla Races Expanded — Pigskin [*] Vanilla Races Expanded — Archon [/list] Credits Concept and code by [b]Why[/b]. Some XML and C# sections co-written and reviewed with AI assistance. Non-commercial fan project. [i]Unofficial fan project. "Warhammer," "Warhammer 40,000," and "Waaagh" are trademarks of Games Workshop. This mod contains no proprietary content and is transformative fan work.[/i]