RimWorld

RimWorld

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WVC - Xenotypes and Genes
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
23.984 MB
10 Nov, 2022 @ 4:24pm
19 Oct @ 11:00am
203 Change Notes ( view )
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WVC - Xenotypes and Genes

Description
About v1.4 and v1.5
Due to the fact that since 1.6 mods now have full support for asset bundles, all mod textures are planned to be packed into one. In order not to inflate the mod's weight several times, it was decided to remove support for old versions completely. Soon all files of versions 1.4 and 1.5 will be deleted, if for some reason you are still using this outdated version, save a local backup or download the mod from GitHub.

Do not use the Steam version of the mod for versions 1.4 and 1.5!

Xenotypes and Genes
The mod adds over 400+ new genes, as well as several xenotypes. Some have little impact on the game, some big.

Genes wiki (WIP)[github.com] and xenotypes wiki.[github.com]

More detailed information about the mod can be found on its GitHub page. Mod Wiki (WIP)[github.com]

If you want to ask a long, detailed question or share your opinion about the current version of the mod, use this discussion.

Any questions about mod dependencies are ignored. Use not abandoned mod managers. I'm tired of explaining that RimPy is abandoned.

Recommendations
- Vanilla Expanded Framework - Some small features require VEF, but VEF is not required for the mod to work.
- Work Modes - Golems are designed for tactical use, using multiple groups. This mod will make managing groups easier.
- Alpha Genes - More and more genes!
- True Xenotypes (GitHub)[github.com] - Allows to convert custom xenotypes to xenotypes. Inheritance of archite genes if conditions are met. Correction of "broken" xenotypes. And genes dictionary. (All of the above are options)

Translations
日本語翻訳 - by Lucifel
Русский - by pashka

Incompatibility
- Performance Fish - The mod has no conflicts with performance fish, but since fish patches GeneTicker, this can lead to delays in tickers of some genes. If you notice that genes are triggered later than expected, it is recommended to disable the GeneTrackerTick patch and restart the game.
- [FSF] Complex Jobs (1.4) - Additional compatibility patches for golems are required. Otherwise there shouldn't be any problems.
- RimPy - The RimPy database is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use the rimpy database from steam or use non-abandoned mod managers. Any comments regarding the rimpy database will be ignored. I'm tired of explaining that rimpy is abandoned.
- Combat Extended - Req compatibility patches. Patch by ASnamed.
- Auto-repair On - There have been complaints that this mod breaks some mechanics related to mechanoids. Use Work Modes mod instead, it doesn't break vanilla comps and can do the same thing.
- Too Many Mods - I have been repeatedly complained that this mod breaks some content from my mod. Since this mod changes the intended balance of my mod, some elements start to work incorrectly. It also creates a discrepancy with the wiki of my mod. Before reporting a problem, please make sure it exists without this mod.
- Any graphic mods. - Detailed bodies, animated eyes, additional visual details, etc. Anything that implies non-vanilla graphics is not compatible. For compatibility, use the graphics disable options of the mod in the settings.

FAQ
Q: Can "thing_name" be a separate mod?
A: No, I will not separate anything into separate mods.

Q: Is it possible to disable graphics?
A: Yes. In the settings. New game only!

Q: How to find/get "thing_name"?
A: First, take a look at the mod wiki, especially the gene section.[github.com] If you don't find the answer to your question on the wiki, ask. The answer to the question will most likely be added to the wiki.

Q: I don't like "anything_name", can I turn it off?
A: Yes. Use Cherry Picker.

Q: CE support?
A: No idea. Try patch from ASnamed.

Q: Is it safe to add/remove in the mid-game?
A: Add - yes. Remove - no.

Q: RimPy says...
A: RimPy is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use non-abandoned mod managers. Any comments regarding the rimpy will be ignored. I'm tired of explaining that rimpy is abandoned.

Q: Can I suggest something new?
A: Yes. Please use the pinned discussion.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. Please note that all bug reports outside the pinned discussion and without a log will be deleted/ignored!

Other
Link to other mods made by me.
GitHub[github.com]
Mod Wiki (WIP)[github.com]

Don't forget to read the FAQ and changelog after updates. There is a good chance that the answer to your question may be there.
Popular Discussions View All (3)
316
22 Oct @ 4:31pm
PINNED: Suggestions
Sergkart
249
3 hours ago
PINNED: Bug Reports
Sergkart
22
18 Oct @ 9:21pm
PINNED: Feedback and Discussion
Sergkart
1,192 Comments
Syilumi lunari 21 Oct @ 8:19am 
woa that fleshhair is pretty
Reestock 19 Oct @ 11:33am 
Good mod for people who are less interested in gene modding and more interested in using archites to play god.
不善言辞钟表头 9 Oct @ 7:24am 
亡灵种的异种人死亡就会报错,复活时也会报错
不善言辞钟表头 7 Oct @ 8:02am 
用hooman cute 时尾巴会悬空,所有尾巴都会
不善言辞钟表头 3 Oct @ 1:01am 
那个异种人出现的概率到底该如何调整?一是正常概率,那二呢?也没有一个标准啊?
BlackSun 1 Oct @ 11:05am 
This is my favorite mod of all, Thank you ^^
Syilumi lunari 30 Sep @ 10:29am 
its in the tab, Genes under, total healing and similar
BoxingBud 30 Sep @ 10:26am 
Ohh perfect! Thank you!
Syilumi lunari 30 Sep @ 10:23am 
this is intended though you can turn on limbs heal with full health on in the settings
BoxingBud 30 Sep @ 10:03am 
Pawns with unrealfast wound healing (800%) when a limb grows back it starts at 1 hp and bleeding, so if a colonist lost their leg, and is otherwise fine, when it grows back they now have 1hp leg and bleeding...I assume it's to wait and it heals itself? Though my medics still tend to the colonist.