RimWorld

RimWorld

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[SK] No Vanilla Xenos
   
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Mod, 1.4
File Size
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58.660 KB
17 Dec, 2022 @ 12:24am
1 Change Note ( view )
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[SK] No Vanilla Xenos

Description
Patches out the vanilla xenotypes except for pigskins - No Pigskins does that - and sanguophages because they're pretty unique. Also removes them from appearing in the VFE - Vikings faction if installed since I use that (if you want compatibility with other faction mods let me know). Leaves the genes alone to be used by custom xenotypes.

Figured out how to mod this because I wanted to switch back and forth between using only custom xenotypes and using the biotech ones more easily (cherry picker is too much work for that) and no one else seemed to be making it. Probably only works on new saves because of the faction gen stuff.

Suggested to use with Xenotype Spawn Control to put your custom xenotypes into existing factions.

NEW FYI: I do not advise using with Royalty DLC as it apparently causes some issues with factions spawning. I don't have that dlc so I won't be able to correct the issue, if anyone who does wants to take this mod over and fix that, please let me know.
Popular Discussions View All (1)
1
7 Aug, 2023 @ 12:17pm
Errors upon starting the game
Pille
14 Comments
unknown user 22 Nov, 2023 @ 9:51am 
ok great, thanks, then I will try it out as I don't like any of the vanilla xenos lol
MercuryRiver  [author] 22 Nov, 2023 @ 2:36am 
Basically. It still works for me as is, so I haven't seen any reason to update it. Any new issue though, let me know and if I can do something about it I will. If it doesn't completely break, it'll probably just stay like this. I can only do so much ha, I made this only because i really needed it and couldn't find an alternative. If any new mods are better at doing this please link
unknown user 12 Nov, 2023 @ 5:38am 
has this been abandoned?
MercuryRiver  [author] 7 Aug, 2023 @ 12:21pm 
Responded to that recent comment in the discussions, thanks for moving it there so I could see the image, sorry I'm so late to reply
Pille 14 Jul, 2023 @ 6:52am 
Hey, I'm getting a lot of red errors when starting the game with this mod, at least I assume it's from this one, because the errors are all about Xenotypes and Factions. Is this expected behavior and ok or is something going wrong? I have Biotech, but no other DLC and several other mods, but none of them are based on Xenotypes.

http://store.steampowered.com
MercuryRiver  [author] 5 Mar, 2023 @ 12:46am 
It removes vanilla xenotypes so that's what I called it.
MercuryRiver  [author] 5 Mar, 2023 @ 12:45am 
What kind of title would make more sense to you?
Animal 7 4 Mar, 2023 @ 8:26pm 
The title is very misleading
MercuryRiver  [author] 9 Feb, 2023 @ 6:54pm 
Thank you for the heads up and all the detail!
I don't have royalty dlc so I actually can't test what might be missing. I included some royalty fixes based on what I could find but I guess there's empire stuff I don't know about.
I will add a note that it isn't fully compatible with Royalty for the time being. If anyone wants to take this over and may be able to correct the issue, they are more than welcome to.
Sorry I couldn't be more helpful!
takuo 8 Feb, 2023 @ 7:45am 
Hello.
I have tested in my environment and when I disable DLC royalty, the faction camps spawn as normal, and conversely, when I enable them, only one of each spawns.
My guess is that there is some error when referring to the increase or decrease of additional races when the empire spawns.
I had the same symptoms when I enabled Faction Blender in Ver 1.3, so maybe my guess is correct.

(I made this comment with the help of deepl, so please forgive me if it doesn't look good)