RimWorld Mods

Vanilla Races Expanded – Phytokin Mod

Authors of the Vanilla Races Expanded – Phytokin Mod: Oskar Potocki, Sarg Bjornson, Reann Shepard, Allyina, Erin, Sir Van

Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

Vanilla Races Expanded – Phytokin Mod features

This mod adds a new race called Phytokins, which are a unique and extremely rare xenotype that mixes the DNA of a plant with human DNA. Phytokins are capable of photosynthesis and reproduce via planting a saplingchild, and come in three varieties based on what DLCs you have enabled. With no other DLC, the only Phytokin variety present in the game will be the evil Poluxkin.

Based on genetic data retrofitted from Gauranlen Inc.’s investment into dendrology following the Fall of Sorne, phytokins are plant-based humanoids with an emphasis on symmetry and symbiosis. Their ability to subsist only on sunlight and affinity with any and all plantlife make them especially suited to aiding newly established colonies or underperforming industrial farms.

Based on research from the forest planet of Phytok that committed to extensive analysis on human-compatibility with psychic energy, phytokin xenogerms are typically exclusive to high-ranking, supporting roles in megacorporations and planetary governments. Their unique way of reproduction has resulted in many identical offspring, with each generation becoming successively more competent than their progenitor, further contributing to their extremely low numbers. Their affinity with plantlife, along with the side effect of extremely high and ever-increasing psychic sensitivity, mean that any phytokin xenohumans found on the Rim are always adapted to high-concept, dominant trees that are present on their residing planet.

Vanilla Races Expanded – Phytokin adds following mechanics to the base game:

Compatibility notes

There shouldn’t be any incompatibilities or issues.


Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: Can I find this race in the game?
A: Phytokins can appear very rarely in some of the existing factions. Additionally, after adding this mod, a quest will appear where you can save your own Phytokin from raiders!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: I don’t have Gauranlenkins in my game! Why?
A: You don’t have Ideology DLC. They won’t appear.

Q: I don’t have Animakins in my game! Why?
A: You don’t have Royalty DLC. They won’t appear.

Q: How do Gauranlenkins work if I have Vanilla Ideology Expanded – Anima Theme?
A: They don’t get changed at the moment. It was a low priority feature that may come in the future.

Q: One of my Phytokin is called Matthew McConnell or something! Bug!
A: This is actually expected! That’s one of the people who paid the “Name in Game” pack to Ludeon 🙂

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.

Additional credits:

  • Graphics are created by Oskar Potocki.
  • Code work by Sarg and Allie.
  • Storyteller artwork by vitalii.
  • Description by Reann Shepard.
  • Hairstyles by lovely Erin.
  • Companiondryad by Sir Van.

(CC BY-NC-ND 4.0)

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