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Spite the Sky: Fer'Liebor Xenotype

SPITE THE SKY. IT IS WARMER BELOW. [hr] [img]https://i.imgur.com/oFmN6Fp.png[/img] Far beneath the scorching sun, amidst the chittering of insects and the glow of cave fungi, little digger-claw scrape away marrow from bones. The Fer'Liebor are... A xenotype? Probably? A pest, a vermin, a cave-dwelling menace that haunts the dark of the depths. Generations ago, a colony ship from some spacefaring empire or other crashed on a rimworld, carrying the dredge of their genetically-modified slave army. The Rim was unkind, but they crawled and dug their way into the warrens they longed for. The world was harsh, and they would be harsh in turn. Their masters are long since dead. And now, they are free to hunt. So what does this actually do? It adds a xenotype of horrifying, cave-dwelling, animalistic rabbit-raptor-creatures. To be honest, I love the gameplay of a lot of goblin or skaven-like races out there! Being a horrifying, ruthless, bloodthirsty little gremlin living in caves like an animal and swarming everything with sheer numbers is something that I absolutely adore. But... Well, the truth is that most skaven and goblin-likes are kind of ugly. I don't really like looking at them. So I decided to make my own. Kind of cute, horrifying, bloodthirsty, a real vermintide in dusty pastel hues and big wide eyes. They're deadly, fast, violent, and they are terrifyingly quick at reproducing. They live extremely short lives and, from my experiments, age to full growth in about a month. If you're like me, and you want to experience what it's like to play rimworld as a swarm of barely-sapient wild animals? [i]Have fun.[/i] Permissions and the likes As usual; Feel free to use, change, or include these sprites in your own mods, add-ons, or anything else. Please don't ask for permission or contact me about it beforehand! Okay here's some actual pictures [img]https://i.imgur.com/jeKeo97.png[/img] [img]https://i.imgur.com/yLbBnz5.png[/img] [img]https://i.imgur.com/B6aVoLO.png[/img] Disclaimers Okay, so- In case it wasn't clear from the blurb at the start, this is not really well-balanced! Like pretty much all my mods, it's aimed at adding something I, personally, like in the game, and in that case, it happens to be near-unstoppable, wretched little vermin-rabbits. I didn't set them to spawn in any faction aside from an extremely low chance in pirates for this reason- trying to fight against them would, likely, be kind of a disaster. If you do, for some reason, want to punish yourself with having them as enemies, their main weakness is fire. Now, for those looking to actually play as them: [list] [*] They aren't really made for a 'standard' rimworld experience, and are more oriented towards a tribal/borderline animalistic playthrough. [*] Because of their near-sightedness and awful shooting, their intended method of hunting is via mauling their prey to death with their bare hands. [*] Pack tactics work great for the above- like raptors, if several set upon something, it's just about as good as already dead. [*] They don't need weapons! In fact, most weapons are actively detrimental to them. Their natural claws are better than knives. [*] Their morphology is adapted to colder environments. Their lowest comfortable temperature is around -21 degrees, highest comfortable is around 26 degrees. [*] In the new scenarios added by this mod, nearly all factions will start hostile. However, the Sorne Geneline- that is to say, insects- will always start neutral. Hives make for great natural protection, and you can tame megaspiders! [*] The genes, especially the Savage one, do a LOT. Generally, most moods related to eating bad things, seeing bad things, or doing bad things are nullified, from sleeping in barracks or outside to torturing prisoners. [*] This mod also adds a bed, a double bed, and a crib. All made out of leather or fabrics, they're basically just more stylish bedrolls. [*] There's a lot more little details to this mod and the race than I could realistically fit in here! Discover it by yourself! [/list] Known issues [list] [*] When playing with Ideology installed, the moods relating to being naked aren't nullified. To fix that issue, simply set the clothing rules to 'none' in your ideology manually. [*] Likewise, when playing with Ideology, the designated hairs won't load correctly unless you select them manually. They have their own category, "Caveling". [*] When playing with a body visual mod that greatly changes the pawn's appearance from its vanilla shape, like the NL Realistic Bodies, there will likely be some visual clipping, as the unique body is graphically rendered over the base pawn shape. [/list] [hr] Mods featured in the screenshots, and endorsed for a Real Spite The Sky Playthrough (tm): [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3400037215]Adaptative Primitive Storage[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3038407835]Primitive Workbenches Retexture[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3432956417]Gerrymon's Cannibal Style[/url]