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]