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Modpack/Scenario ideas collection


Vulkandrache

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Posted

Recently someone asked about this kind of topic and while i thought about making a larger writeup about the modpack im using

im not in the mood for an essay, which it might well end up being.

But i would like some input from other people about mods or setting i might have missed.

 

The idea of this thread is to have small topics within that peole can give ideas or answers to.

These topics would start with an small explanation of a scenario or gameplay idea and

then one or more questions regarding additions from other people.

 

I am writing this here and not any other kind of forum because i dont need to tiptoe around

things like my colony maybe being a rapist utopia of some kind.

 

 

The summary:

Yada yada isekai style backstory for why my character is standing in the middle of a dessert (10 day growing, -30° to 60° temp) without any tech

and in the neolithic era https://steamcommunity.com/sharedfiles/filedetails/?id=2025987215

there are other ways of fleshing out the early parts of the game but i find this mod to be the best alround experience.

My character starts as a https://steamcommunity.com/sharedfiles/filedetails/?id=3033779606

at level 1, the last remnants of his old powers.

Pawns are aging 20 times faster and research is a good 20 slower in addition to the research spot from the early times mod.

If you want a general timeline: 17 years into the game my colony is still not out of the neolithic era.

Permanent Void storyteller, Its not uncommon to lose half the colony to a raid of N4-infected.

A mix of recruitment and reproduction are needed to keep up.

These two mods

https://steamcommunity.com/sharedfiles/filedetails/?id=2881479142

https://steamcommunity.com/sharedfiles/filedetails/?id=2879792769

are used because the vanilla inheritance is utterly disfunctional.

The idea is to have a kind of survival of the fittest. Genes like 4X speed of healing, superclotting or even total immunity

help pawns survive better which means they have more children, and workrelated genes make pawns more valuable

in the scarcity of the dessert, incentivising keeping them out of combat.

 

More information can be provided.

 

The task for the interested reader:

Name between 3 and 10 Xenotypes or Xenotyp mods you think would make a good addition for a genepool moshpit.

 

 

For the sake of argument mod that make small changes to existing Xenotypes do not count.

Mods that introduce multiple Xenotype with a strong connecting theme https://steamcommunity.com/sharedfiles/filedetails/?id=2927323805

count as one mod, a mod like https://steamcommunity.com/sharedfiles/filedetails/?id=2926556467

would likely count 3 separated ones (the Lycan, the Succubus and then the Vampires)

 

Mods that require HAR are to be marked as such, since right now im not using that.

 

Note that im using another mod that makes genes have 0 complexity and 0 metabolism impact.

 

 

My currently used Xenotype mods:

 

Alpha Genes; hard to not use that one. The Xenotypes themselves are meh but it adds many potentialy interesting genes.

 

Vampires, Demons, and the Undead; very much a no-brainer. This is what Sanguophages wish they were.

While my colony does not accept anyone with native unnatural longevity they are still valuable targets for people that happen to crossbreed this mods "incorporate" ability,

which my MC start with thanks to YadaYada.

The Lycanthropes are excellent candidates for natural selection, a half-Lycan can be anything from borderline useless to borderline amazing.

 

Phytokin: An amazingly fun set of Xenotypes for anything except combat. Note that i removed the Saplingbirth gene from all of them.

The Poluxkin are my favorite as a weird way for taking on polution drop quests.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2580023528

Something i threw in as a test and have kept because there is little reason to remove them.

Well balanced and nice looking.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=3114539910

Not really something i want in my colony, they make for good inbetween raids as a breather.

They do have some interesting genes and the fast lifecycle would make it even faster to selective them.

 

https://github.com/vegapnk/rjw-genes

If i had to remove any this would be a strong contender. Ive removed the Cumazons and the Halamir stuff with Cherry picker

because those basicaly require a colony entirely build for them. And the Suc/Incubus arent anything special.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2881513314

Catgirls pretty well done. I have removed the workspeed penalty from the main gene however.

 

https://steamcommunity.com/workshop/filedetails/?id=2893157989

Foxgirls, memes aside a really nice Xenotype for both combat and work. Comes with a new mechanic and a few items but not nearly as bloated as some other mods.

Use the modoption to turn of guaranteed females to get the occasional male Revia (if they manage luck past the "female only" gene) which is nice.

Note that i nerfed the Revia Tail gene from +170% extra lifespan to 25%.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2990674516

Kind of a weird one. They are nice looking, im considering taking out the dominat gene, it just makes very little sense in the context of what im trying.

The normal Xenotype is terrible at combat, being guaranteed wimps but they have super extra healing...

 

https://steamcommunity.com/workshop/filedetails/?id=2971801826

At first glance not the most exiting Xenotype. I gave them an increased chance for males https://steamcommunity.com/sharedfiles/filedetails/?id=3089173425

to counteract the 2 Female only mods and these seemed the most fitting.

They do pair well with Phytokin for a caste of farmers but in my colony id want to breed out the recluse gene.

 

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2885356885

Not a Xenotype, but giving each pawn a 10% chance to spawn with a random gene is a nice addition.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564

This mod is in DESPERATE need of a better interface. Holy moly.

For now i given each faction a 1% chance to spawn a Hybrid, which is a direct mix of 2 existing Xenotypes.

My personal vavorite so far: A Revia/Poluxkin, the children she had with her Husband came out wild.

 

 

 

Ive given detailed explanation for each mod, because as the one starting this topic i should deliver something upfront.

This is not expected from everyone.

 

 

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