Mod «Sin's Dryads as Humanoid Race [HAR]» for Rimworld (v1.4)

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Sin's Dryads as Humanoid Race [HAR]

Note: The author has given permission to use these sprites as stated in the original mod page description.

Feel free to use, change, or include these sprites in your own mods, addons, or anything else. Please don't ask for permission!


I've always found the dryads added by Ideology to be kind of lame, so when I saw Sin's retextures I knew I had to make them playable. Each sprite needed to be heavily modified or remade from scratch by me in order to make them look right as races, and some extra functionality was added to make these dryads unique.

They can be found alongside the new "Dryadic Outlander Union" faction.

Features:

- Since these are an entirely new race, they can wear apparel, use weapons, and work around your colony like any other human.
- Like in vanilla, these dryads heal faster than humans and will regrow a lost body-part every two days. They also won't bleed out, though the health tab will still act like they can. Just ignore the "hours to death" timer.
- Dryads can survive entirely on sunlight, but can eat meat or corpses if things get desperate.
- Dryads should be immune to diseases and infections, but I haven't tested it.
- There's a chance you can start with dryads on the default Crashlanded scenario, but you can get more through slave traders, wanderers, and capturing them from the new "dryadic outlander union" faction.
- Mod settings for green hair and faction hostility. Remember to restart after making changes.
- Ideology integration for the new faction

Castes: There are currently three dryad castes included in the mod:
- Clawer: Has a very high natural skill in melee and some in shooting. Often has the bloodlust trait.
- Worker: Has moderate skills in crafting and construction
- Berrymaker: Produces 40 berries every 2 days (like in vanilla), and also has some skills in plants and animals. Has low skills in shooting, crafting, and construction.

Potentially Asked Questions:

Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why are they part of an outlander faction?
A: I did this to represent how vanilla dryads are often accompanied by human influence, typically by colonies with industrial gear and weapons. As a result, raids with them will be made up of both humans and dryads, gunners and clawers. I have added mod settings to let you remove human units from their faction, as well as make them use tribal equipment.

Q: Will you implement the other castes such as medicinemakers, gaumakers, etc?
A: Medicinemakers will likely be added, but the others I don't really see as useful (woodmaker), or are too hard to implement (gaumaker). We'll see.

Q: Why did you make this a HAR mod instead of a Biotech one?
A: Not everyone has Biotech. Plus, I think making a new race instead of a xenotype makes more sense here since these are more supernatural kinda. Feel free to make a Biotech version if you want, though.

Credits:
- SinnerPen for making the original retextures mod (See above)


Mod requires:
Humanoid Alien Races
Vanilla Expanded Framework

 
 



File info

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