Lizardmen
This mod was originally created by UnDeReAsTeRn for Rimworld b18. It seems to have gone abandoned for an extended period of time with no word from its author, and I figured too much work had gone into this mod for it to go to waste buried in the workshop. So I combed through all the XML and updated it for a 1.0 standalone re-release. For more screenshots and information, please view the original mod page. You can chose to play as the lizardmen faction, or if you do not, they will show up as an npc faction.
A lite version of this mod is also available.
While I was at it, I made a few additions and changes to this mod, as followed:
The lizardmen’s stats were given a heavy rebalance. Mostly nerfed, to be honest. They had a lot going for them before: unable to have many negative thoughts, faster move speed, built in armor, wider range of temperatures, lower pain threshold, excellent unarmed melee power, 80% more hit points, crazy high immunity, not very flammable and probably a few more I forgot about or missed.
Their stats are now as followed:
- Before, all lizards were hulks. I whipped up some new graphics to add average body types into the mix for a bit of variety.
- Existing art style was tweaked a little bit to make it match vanilla style a bit closer (namely, the muscle lines were mostly removed).
- Added female faces have a bit more sexual dimorphism.
- Changed male/female ratio from 80/20 to 55/45.
- JecsTools is now an optional mod instead of required. If you have it, you’ll see the oversized weapons as shown in the original screenshots. Otherwise they are about as big as a vanilla melee weapon sprite can be.
- Added support for lizards to show up as wanderers or a small chance as a starting colonists for tribals. Wanderers are more likely to visit tribals settlements.
- Removed a lot of unused graphics from the pack to slim down wasted resources.
- Tech level changed from medieval to tribal if playing as their faction. I would recommend pairing this mod with Tech Advancing.
- If you have dev mode enabled and you try to force equip the special lizard clothing, you’ll see some red text errors. These are harmless, and they are a bug that exists in the current version of the Alien Framework mod.
- If you play as a non-lizard faction, you will still see the lizard-specific research on the research page even when you should not be able to see it. You will, however, not be able to actually work on it. This may also be a bug in the Alien Framework (waiting to hear back from the dev on this).
- Human refugees (the event where they are chased if you offer safety) may potentially spawn in with lizard "hair". This is a limitation that exists in the alien framework and the dev is aware of it.
- Combat Extended support is bundled in.
- Basic EPOE and RBSE support. Watch your tail, if you lose it, it’s gone. May add extended EPOE support for prosthetic tails once I find an elegant way to do it.
- As with all race mods, they should be the very last thing in your load order.