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Hey folks and welcome to a brand new development blog. We will once again focus on Wasters.

I have read everything you've said under the last development blog, and you did raise some valid concerns. Now now, don't go around telling people I don't listen to you, since I have just done a full 180 and changed the entire mod concept!

Vanilla Races Expanded - Wasters will no longer introduce a big, complex mutation system that can add new limbs to your wasters. It's true that it doesn't fit them lore-wise. It might fit some other race we add in the future, but it just doesn't fit Vanilla Wasters.

J L said:

"I personally think that mutations miss the point that is that they were genetically engineered to be immune to tox stuff. If they get mutations from them, that doesn't sound like immunity."

I couldn't agree more. I don't quite know what I was thinking, but it makes proper sense. If you're immune to something, you shouldn't undergo drastic changes due to it. It's possible to receive some positive boons (Wasters already get better in pollution), but definitely no acid sweat.

The False Kind said:

"looks really good however I think what wasters need the most is a way to take pollution with them lika a reverse gas mask or some other piece of equipment to not lose all your bonuses the moment u leave your base. would also be really thematic to have it be resistant to the acid exretions from the xenotype."

I was thinking about it, but adding a new item just for one xenotype is very specific, almost bloat-like. Instead, I did what I usually do when I encounter a problem: I designed the shit out of it! With the new gene we're adding, wasters gain 'pollution' from tox gas at an increased rate. This means that tox grenades etc serve as these 'reverse gas masks'. You can take pollution with you, and apply it by simply dropping a tox grenade on you and then inhaling the forbidden vapour!

Nicklovin0571 said:

"From a personal standpoint, I think this might be a little overboard, maybe could lean more into the environmental resilience/tox? I'm just saying I think stuff like a 3rd eye is sorta coming out of nowhere a little bit."

I agree. This sort of system would be cool for a different mod, the one in which mutations show up based on prolonged exposure, potentially having the offspring get new mutations with each generation. Realistically speaking, I can't see how a third eye could open up in a lifespan of a single organism. My main inspiration for all these mutations was Chaos mutations in Warhammer Fantasy Roleplay, however I can see that simple toxicity cannot really compare to the corruption of chaos gods.

So what are we actually doing?

MUTATION

Mutation is a brand new gene type added by this mod. Whilst normal game has endogenes (which get transferred with birth) and xenogenes (which don’t, and override endogenes), mutations are unique genes that appear only on Wasters and have following characteristics:

Mutations are random - a pawn may have a mutation gene, but the actual gene selected for the mutation is a random gene from the assortment of genes.

Mutations transfer with birth, like endogenes - if a pawn with mutations has a baby, this baby will also have these same exact mutations.

This essentially means that mutations are a mix of both endogenes and xenogenes, whilst also being random for every generated pawn.

A pawn might have 3 mutation gene markers on them. This will mean that each mutation gene marker gets overwritten upon generation with a random mutation gene from the selection of genes outlined in this document.

The game should never select the same mutation twice.

Genes labelled as mutations should also exist in a non-mutation form, so that players can simply add them to their xenotypes.

NEW GENES

A few new, non-mutation genes are available in this mod.

TOX ABSORPTION

Carriers of this gene have the extraordinary ability to directly absorb toxic gases through their skin. This gene does not have any effect in itself, but it does increase the speed at which pollution is satisfied for various pollution-related genes.

ExcludeTag:

Complexity: 1Metabolism: -1

Pawns with this gene benefit from inhaling tox gas. If the pawn is standing on a cell with tox gas, Every 60 ticks (1 sec), pawn with the gene will increase in stimulus severity of any Pollution genes by additional +2.22%. This is separate from the increase based on standing on polluted terrain.

NOMINAL CELL INSTABILITY

Carriers of this gene need slightly less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.

ExcludeTag: CellInstability

Complexity: 1Metabolism: +1

Lifespan factor ×90%

Note this means age-related diseases come earlier, e.g. Frail can happen at 45 instead of 50

Cancer rate factor ×150%

EXTREME CELL INSTABILITY

Carriers of this gene need very little metabolic energy to stay alive, at the cost of extremely-reduced stability in their cell-replication machinery.

ExcludeTag: CellInstability

Complexity: 1Metabolism: +6

Lifespan factor ×40%

Note this means age-related diseases come earlier, e.g. Frail can happen at 20 instead of 50

Cancer rate factor ×800%

Immunity gain speed ×85%

NEW GENES (MUTATIONS)

Below are all the new genes that can be selected for mutation.

Please note: The game won’t select two of the same genes for mutation.

POLLUTION STIMULUS

This is a vanilla gene. We are simply changing it to be a mutation on Wasters. It’s no longer guaranteed on them.

ExcludeTag:

Complexity: 1Metabolism: -1

Gain stat bonuses when exposed to pollution.

Stages:

Pollution stimulus (minor)Begins at: ≥0%Symptoms:×110% Move Speed+5% Consciousness

Pollution stimulus (moderate)Begins at: ≥20%Symptoms:×115% Move Speed+5% Consciousness

Pollution stimulus (extreme)Begins at: ≥50%Symptoms:×120% Move Speed+5% Consciousness

POLLUTION REGENERATION

Carriers of this gene benefit from accelerated natural healing in polluted environments. As pollution levels increase, their regenerative abilities are boosted, enabling them to recover from injuries and restore their vitality more rapidly.

ExcludeTag:

Complexity: 1Metabolism: -1

Gains up to Injury healing factor ×400% when exposed to pollution. It scales all the way from 100% to 400% depending on the pollution, similar to Pollution Stimulus.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution regeneration (minor)Begins at: ≥0%Symptoms:×120% Injury healing factor

Pollution regeneration (moderate)Begins at: ≥20%Symptoms:×250% Injury healing factor

Pollution regeneration (extreme)Begins at: ≥50%Symptoms:×400% Injury healing factor

POLLUTION RAGE

Carriers of this gene experience amplified close-quarters damage output in polluted environments. As pollution levels escalate, their ferocity and strength intensify, allowing them to inflict greater harm on their adversaries.

ExcludeTag:

Complexity: 1Metabolism: -1

Gains up to Melee damage factor ×200% when exposed to pollution. It scales all the way from 100% to 200% depending on the pollution, similar to Pollution Stimulus.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution rage (minor)Begins at: ≥0%Symptoms:×110% Melee damage factor

Pollution rage (moderate)Begins at: ≥20%Symptoms:×115% Melee damage factor

Pollution rage (extreme)Begins at: ≥50%Symptoms:×120% Melee damage factor

POLLUTION SUSTENANCE

Carriers of this gene possess the remarkable ability to derive nutrition from pollution. In polluted environments, they can absorb vital nutrients from the air, slowing down their hunger rate.

ExcludeTag:

Complexity: 1Metabolism: -1

Lowers hunger rate based on the level of pollution this pawn is in.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution sustenance (minor)Begins at: ≥0%Symptoms:×85% Hunger rate

Pollution sustenance (moderate)Begins at: ≥20%Symptoms:×70% Melee damage factor

Pollution sustenance (extreme)Begins at: ≥50%Symptoms:×55% Melee damage factor

POLLUTION COGNITION

Carriers of this gene exhibit enhanced focus and learning abilities in polluted environments. As pollution levels rise, their capacity to acquire new skills and retain knowledge expands.

ExcludeTag:

Complexity: 1Metabolism: -1

Increases learning speed based on level of pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution cognition (minor)Begins at: ≥0%Symptoms:×115% Global Learning Factor

Pollution cognition (moderate)Begins at: ≥20%Symptoms:×130% Global Learning Factor

Pollution cognition (extreme)Begins at: ≥50%Symptoms:×150% Global Learning Factor

POLLUTION NUMBNESS

Carriers of this gene experience reduced pain sensations in polluted environments as pollution levels increase.

ExcludeTag:

Complexity: 1Metabolism: -1

Lowers pain based on level of pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution numbness (minor)Begins at: ≥0%Symptoms:×90% Pain

Pollution numbness (moderate)Begins at: ≥20%Symptoms:×80% Pain

Pollution numbness (extreme)Begins at: ≥50%Symptoms:×70% Pain

POLLUTION HAPPINESS

Carriers of this gene enjoy heightened levels of happiness in polluted environments, experiencing increased joy and contentment as pollution levels rise, making them thrive in otherwise gloomy conditions.

ExcludeTag:

Complexity: 1Metabolism: -1

Provides a mood buff based on the level of pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution happiness (minor)Begins at: ≥0%Thought label: Minor pollution happinessDescription: I can feel the tingling of pollution in my veins. I like it.+2 Mood

Pollution happiness (moderate)Begins at: ≥20%Thought label: Moderate pollution happinessDescription: Pollution is what I thrive on, and I love every minute of it.+4 Mood

Pollution happiness (extreme)Begins at: ≥50%Thought label: Extreme pollution happinessDescription: My body is tox, my blood is rotstink!+8 Mood

POLLUTION PRODUCTIVITY

Carriers of this gene find their work speed significantly improved in polluted environments, allowing them to complete tasks more efficiently and swiftly as pollution levels increase

ExcludeTag:

Complexity: 1Metabolism: -1

Increases global work speed based on pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution productivity (minor)Begins at: ≥0%Symptoms:×110% Global work speed

Pollution productivity (moderate)Begins at: ≥20%Symptoms:×120% Global work speed

Pollution productivity (extreme)Begins at: ≥50%Symptoms:×130% Global work speed

POLLUTION PSY-SENSITIVITY

Carriers of this gene experience amplified psychic sensitivity in polluted environments, leading to stronger intuition and telepathic skills as pollution levels increase.

ExcludeTag:

Complexity: 1Metabolism: -1

Increases psychic sensitivity based on pollution level.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution psy-sensitivity (minor)Begins at: ≥0%Symptoms:+10% Psychic sensitivity

Pollution psy-sensitivity (moderate)Begins at: ≥20%Symptoms:+20% Psychic sensitivity

Pollution psy-sensitivity (extreme)Begins at: ≥50%Symptoms:+30% Psychic sensitivity

POLLUTION FERTILITY

Carriers of this gene have a boost to fertility in polluted environments, allowing for increased offspring production and faster lineage expansion in hazardous conditions.

ExcludeTag:

Complexity: 1Metabolism: -1

Increases fertility based on level of pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution fertility (minor)Begins at: ≥0%Symptoms:Fertility ×150%

Pollution fertility (moderate)Begins at: ≥20%Symptoms:Fertility ×175%

Pollution fertility (extreme)Begins at: ≥50%Symptoms:Fertility ×200%

POLLUTION ACCURACY

Carriers of this gene achieve improved steadiness and precision in polluted environments. As pollution levels rise, their aiming capabilities are enhanced, allowing them to target and strike with remarkable accuracy.

ExcludeTag:

Complexity: 1Metabolism: -1

Increases accuracy based on pollution.

Gain stat bonuses when exposed to pollution.

Stages:

Pollution accuracy (minor)Begins at: ≥0%Symptoms:Accuracy factor (long) ×110%Accuracy factor (medium) ×120%

Pollution accuracy (moderate)Begins at: ≥20%Symptoms:Accuracy factor (long) ×120%Accuracy factor (medium) ×140%

Pollution accuracy (extreme)Begins at: ≥50%Symptoms:Accuracy factor (long) ×130%Accuracy factor (medium) ×160%

NEW STRUCTURES

A new structure is available in this mod.

BURN BARREL

A sturdy metal container designed for incinerating wastepacks. As it burns, it emits pollution and releases toxic gases, contaminating the surrounding area and creating an unfavorable environment for those sensitive to pollution, while proving advantageous for carriers of pollution-adaptive genes.

Type: Building

Market Value: ?

HP: 100

Flammability: 50%

Size: 1x1

Minifiable: True

Passability: Passthrough only

Terrain affordance: Light

Power: None

Required research: Tox gas

Skill required: Construction 5

Work to Make: 3000

Resources to make: 75 Steel

Fuel required: Wastepacks

Light radius: 4

Light color: Slightly green

Heat per second: 14

Stops heating at: 28 degrees

Consumes: 1 Wastepack per 4 daysThroughout these 4 days, it pollutes area around the burn barrel. Each wastepack will pollute 6 cells around the burn barrel. This pollution can spread through constructed walls, but will not bypass natural walls.It stops spreading pollution when it doesn’t burn.When it burns, it also constantly releases tox gas.If it’s destroyed or deconstructed while it still has fuel in it, that wastepack drops on the ground.

Fire color: New, greenish flame.

So, what do you think? An improvement?

Files

Comments

sk4p3g04t

Looks really cool. There's a typo in the doc, pollution sustenance tier 2+3 talk about melee damage, presumably they're supposed to be hunger rate? Also, will the genes that can be mutations be configurable?

Phraxius

I like it! Looks conceptually sound and fits in well with the established lore. I quite like the original concept too, but it didn't quite fit - if you do end up doing that too in the future, perhaps the megacorp angle would fit? It wouldn't surprise me if some of the companies producing xenohumans used people as testbeds to 'generate' new xenogenes. That'd explain how "a third eye could open up in a lifespan of a single organism." If regulatory bodies begin looking too closely at their research facilities, they might well be motivated to dump these test subjects on some rimworld or another.

Luckybread

Muuuch better, like the direction for this a lot more, really appreciate you listening to the community like this.

Tyler Neveau

This is way better! Can't Wait!

Stultus

I like it a lot! It really leans into Waster being genetically engineered bioweapons designed to be inimical to to ordinary life, without making them suddenly really broken. However, I still feel that despite the RNG nature of Mutations, they still have the potential to make it so that players have no real incentive to do anything other than collect Wasters and pollute their maps. I think with the introduction of these new changes to Wasters, there should be more revision on the negative side of Wasters and pollution mechanics in general. Especially combined with the Pollution Animals mod, which negates a large point of the pollution in the vanilla game; heavy pollution means animals and plants are in short supply. Pollution can be fun, but it shouldn't be the easiest way to play the game. The fallout super mutants survive and thrive by being super strong and immune to radiation, but also are really really stupid. Wasters in my opinion, could do to be similar. perhaps Wasters also suffer in intellectual pursuits. perhaps the reverse, Wasters are actually quite frail, but make up for it with innovation, numbers, and a home field advantage. Still, I feel like you guys would figure out this stuff in time anyway. I think pretty much all of your gameplay mechanics overhauls are really good and hit the mark, every single time. :)

Mathieu Lalonde

oohh, I love the idea of the burn barrel! Should it maybe have a chance of causing acid rain when used for extended periods of time?

SNake575

Am I reading this wrong/ missing something/ really dumb or would it be possible, if very unlikely, to have all of the mutations? If that is the case could that be added to the achievements mod to have a waster with all mutations

stifledyawn

I know the burn barrel is supposed to put a big spin on pollution spreading, but 3000 work sounds very excessive for what's basically a makeshift incinerator. I don't even think advanced power sources require such time and effort. For that kind of work one would expect a spacer level waste spreader.

Silverskene

Bringing pollution with you to the battlefield sounds potentially like a game-changer. I can't help but think about how the Middle Ages when besiegers used to fire dead animals and stuff over the walls of a castle to "soften" their target. Could the wasters use such tactics? THAT would be scary! - and it would not only give players a reason to use their mortars but adjust their defensive tactics beyond just using the killbox.

Mielga

Is it possible to add a (punishing) flavor thing - that tox fallout leaves pollution? I think it's an oversight to have 3 4 years of toxic fallout with 0 pollution

Aether

its awesome how much you relied on the patrons feedback. I think this is a much better direction and I'm excited to try it

SwoogyBoogy

Looks great, all the old mutation stuff would work great for what could happen to regular pawns who are exposed to too much pollution or to babies when born to a mother with high exposure, potentially recycling expanded if it's not outside scope of the mod

Lennybolt7

Much better! Definitely love the idea of waster tech meant to spread pollution and strengthen them quicker.

Roku

I like the direction this is headed compared to the direction it was originally headed. Was almost expecting an Undead/Zombie kinda feel but this is better by far!

Rossum

Looks good! I like the various pollution genes. Having different Wasters potentially get different bonuses from pollution sounds pretty good. It kinda makes them feel like lootboxes with the potential to get some nice genes. Actually, would a Waster be able to capture other wasters for their various Pollution genes and then give themself all those pollution bonuses as a xenogerm? Some other ideas: 1. Toxipotatoes - Perhaps as a way to get pollution stimulus on the move, Wasters can get a gene that lets them eat raw toxipotatoes to gain pollution stimulus? It could go hand-in-hand with Wasters being bad at cooking. They don't so much cook food as they just plant toxipotatoes in polluted soil and then eat them raw. 2. Drug Resistance Mutations - Vanilla Wasters get Wake-Up Impervious as one of their genes, which sees very limited use for me. Perhaps Wake-Up Impervious (and some of the other genes that reduce or negate drug addiction) could become mutation genes so they aren't guaranteed to appear in all Wasters and instead Wasters just have a chance to get a gene that lets them freely take a certain type of drug without addiction chance? 3. Pollution Farming - Waster's dependence on psychite is one of their biggest drawbacks and it sucks that they don't get a bonus to plants skill to guarantee they can actually grow the stuff. It also probably doesn't fit the lore for Wasters to just be good at farming. So... maybe when they have pollution stimulus they get a bonus to their plants skill, so they can actually grow the psychite they need? (Edit: Or just make it so they can always grow psychite regardless of plant skill?)

Nicklovin0571

I really like the changes, exactly what i was thinking!

Jerry

Love the changes!

Computica

I'm looking forward to playing as the wasters; they should be enemies to every faction except Rotfish of course haha.

Node118

Looking good 👍