RimWorld

RimWorld

508 ratings
Biotech xenotype expanded - Rotfish
6
3
2
3
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.656 MB
10 Jan, 2023 @ 8:21pm
8 Sep @ 11:08pm
43 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Biotech xenotype expanded - Rotfish

Description
Introduction:

This mod adds a new xenotype, the Rotfish, a fae with fish and scavenger genes , adds many rot-related genes, some carrion related buildings, a new camp of fish people who will follow other attacks and attack you, but have no fear, they are only here to take the remains of the last attacker, just don't mess with them and they will leave in peace.

Rotfish is a subspecies of human living deep in the rainforest, they have been genetically adapted to this humid and sultry environment. Their digestive systems can eat meat that is completely rotten, and with the help of their almost completely degenerated noses they do not find the smell of rottenness unpleasant, but rather prefer the "heavy" smell. The fish genome allows them to move more swiftly in wet environments, and they can also store deadly rotten gases in their air sac organs and release them in battle. Their bodies and the deadly virus create a balance that allows them to inject toxins into their enemies with every attack, but once the rotfish dies, this balance is immediately broken and their bodies decay rapidly..

Updated February 12:
change: The rot gas generator now requires considerably more more rot gas now.
change: There will now be no more yttakin and impids in the Rotfish tribe, and the percentage of Rotfish has increased.
change: Reduced the overall equipment quality of the Rotfish tribe.
change: Adjusted the ground supplies at the start of the Carrion Tribe.
change: The melee hit rate increased by the rot gas stimulation gene has been changed from 1.5 to 1.25

INFO:





















Compatibility:
With CE:It should be compatible, but I haven't tried.
If you have subscribe the mod like Factional discovery,you can add it to the save.Otherwise, there will be a bug.

Languages:
Chinese
English

Contributors:
HaiLuan(22点下):C# and xml author
昏暗:artist
Popular Discussions View All (10)
1
8 Aug @ 10:27am
NullReferenceException
oldnewone
2
24 Dec, 2023 @ 5:50pm
Rotten meat > simple meals?
davidguy207
2
19 Feb, 2023 @ 6:41am
getting bug with this mod
TomRock
214 Comments
骸鸾  [author] 9 Sep @ 1:35am 
@hhhazzz 最新版本应该修复了的
hhhazzz 8 Sep @ 10:47pm 
一小会就会跳一次的红字bug,求作者大大修复
Exception while ticking lord with job Rotfish_Library.LordJob_Scavenge:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref AB93EBF1] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.Group.LordManager:LordManagerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapPostTick_Patch2 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method)
Brindav 29 Aug @ 3:01am 
Please fix the issue, can't even remove the mod from modlist without it breaking the worldmap my save is currently slowed to a crawl with the errors
Brindav 24 Aug @ 3:28am 
The rotfish have been bugging my game crazy lately, the scavenge raids will have only 4-5 rotfish going out to take corpses while 40 will stay behind in one single tile until they die from malnutrition

also i randomly get the same error as the user below.
Schadenfreude 21 Aug @ 4:10am 
I'm trying to turn corpses into carrion via the Rotting Corpse Vat, but it tells me "ruined by temperature", the vat is full (300/300kg), I assume it wants a decent temperature, but I don't know how high its supposed to be.

There is no additional info that tells me which temperature it needs to work.

Do the corpses need to actually be rotting first before they get stored in there for it to work?
toetruckthetrain 17 Aug @ 1:35am 
dude its honestly a shame you havent made more xenotype mods the rotfish is insanely good and creative
阿聪大杀四方 12 Aug @ 10:24am 
有bug
Exception while ticking lord with job Rotfish_Library.LordJob_Scavenge:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 47EB8496] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Group.LordManager.LordManagerTick_Patch1 (Verse.AI.Group.LordManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapPostTick_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch7 (Verse.TickManager)
(wrapper dynamic-method)
Guineatown20806 9 Aug @ 4:31am 
Why are these Xenos Raiding so often? My Main Colony is getting attacked around 5 times per season by them and their faction. The raid isn't even that big. just like 5 people. I can kill them from a distance quite easially, but it is still very annoying having these guys raid you like every third day. The raid is the scavenging raid. They are probally showing up because I caused lots of raids at my second base via the mod "Raid for me". Is there any chance to reduce the chance of getting a scavenging raid after a normal raid?
Scionin 6 Aug @ 9:43am 
I cooked rotten meat into a fine meal, and the fine meal was classified as vegetarian. Is this something to do with VE?
骸鸾  [author] 28 Jul @ 8:56pm 
fixed