RimWorld

RimWorld

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Star Wars Xenotypes
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.105 MB
8 Jan, 2023 @ 3:45pm
14 Aug @ 5:05pm
27 Change Notes ( view )
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Star Wars Xenotypes

In 1 collection by guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
18 items
Description
[github.com] [github.com]





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- Adds an "Amphibian" gene for all aquatic xenotypes that increases water movement speed and nullifies the "soaking wet" thought.
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- Adds Xenotype-exclusive apparel for Hutts and Twi'leks (more to come, maybe?)
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UPDATE 9/21/24:
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11 NEW XENOTYPES!!!
- the long awaited Gungan Xenotype is finally here! Gungans are hardy and agile, though they are particularly weak to high temperatures and sunlight. they can leap great distances with a special milder version of the Sanguophage "Longjump" ability, and if Pathfinding Framework is loaded they gain a movement bonus when moving through water as a result of the new "Amphibious" gene!
- two additional new Amphibious Xenotypes have been added: Selkath and Mon Calamari! in addition, the Aqualish, Quarren, and Nautolan Xenotypes have been given the Amphibious gene as well!
- three new mask-wearing Xenotypes have been added: Kaleesh, Kel Dor, Gand. thanks to the magic of 1.5, these cosmetic masks are applied to the pawn through hediffs rather than directly from the associated gene, and as a result they are (somewhat) removable! these masks can be taken off and put back on with a simple, guaranteed-success surgery. additionally, all three mask types have different patterns/variants that are randomly selected every time the mask hediff is applied to a pawn!
- five additional new Xenotypes have been added: Dathomir Zabrak, Ithorian, Taung, Defel, and Ugnaught

more update notes in the changelog!




This mod adds 55 different alien races from Star Wars as Xenotypes.

I've also added a handful of genes that affect a pawn's lifespan. I... uh... don't actually know how well these work, or if they have any substantial in-game effect at all, but they do let me set my wookiee pawns' age to more lore-accurate numbers. These were made by simply cranking up the LifespanFactor stats to relevant multipliers. If y'all encounter any problems with it please let me know and I'll uh... try and do something about it.

This mod requires Integrated Genes and Big and Small + Prerequisites Framework. Major shoutout to Integrated Genes for having, like, the perfect list of additional genes for this mod to be possible.

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IMPORTANT: PawnKinds are currently not included, meaning these won't normally spawn in game. I am working on several faction mods that will utilize these, but until that's ready for release, use this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2891975564
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This mod adds a patch for Humanoid Alien Races that fixes a bug where the "bald" hairtype doesn't work.
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Upcoming aliens:
- Kaminoans
- Dathomiri/Nightsisters
- Gran
- Muuns
- Skakoans
- Pykes
- Chagrians
- Iktotchi
- Verpine
- Talz
- Lepi
- Geonosians
- Massassai

and more!

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CREDITS & THANKS:
~~~~~~~~
kaitorisenkou - graciously coded many things so features in this mod could be possible!
Sovereign - made the original Sith Pureblood and Tusken Raider xenotypes in 1.4, graciously donated them to me for 1.5

Ryflamer's HD Pawn Textures mod - most of the graphics from this mod are proportioned to these 512x upscales, and were used as a base for pretty much everything I've drawn for this! I also used those head textures to create the new HeadTypes this mod adds!

RedMattis - letting me borrow the "Regenerative" gene from the Big and Small mod & fixing pawn rendering for HAR-less users

GoSu - writing descriptions

AnimeshkaTvar - writing descriptions

Lee - writing NameMakers for most of the xenotypes

anonymous friend of mine who suggested using color-inverted eyes for the Mon Calamari

other anonymous friend of mine who graciously drew conceptual sketches of Hutts and Taung when I was having trouble figuring out how to draw them (sketches can be found in the About folder in the mod files!)

Bambaryła - compatability patch with other faction mods:



Our other mods:


[ko-fi.com]
Popular Discussions View All (2)
1
26 Mar @ 2:00am
PINNED: Missing Heads Fix
Umedyn
0
15 Jan @ 5:31am
Gungans, togruta and bionics
Leutian Kane
266 Comments
neuromancer 23 Aug @ 8:00pm 
@guy762: I remembered something a while after I posted the message below. I was running a Mass Effect mod game (until I accidentally deleted my save) and in it I had an Asari who had a baby with a baseline human. Now, in the ME universe the Asari always breed true (complicated lore, not important), so it may be that the problem in the game is trying to get the two genetypes to mix?

Which, in reality, it would be.

Maybe if you just have the baby based on the mothers genetype without trying to integrate the father's genetype, the child birth function would work?
No idea if it would or not, just a thought.

Can all the base game genetypes interbreed?

I'd say you should have a look at the ME mod code, or talk with the devs for it, and see if there is a solution there.

Good luck to you.
neuromancer 23 Aug @ 6:05am 
@guy762: Ah, I wasn't sure what you meant by PawnKinds, thought maybe it was related, but unsure. Thanks for the information.
guy762  [author] 23 Aug @ 2:42am 
@tachi @neuromancer baby generation being broken when the parents are KotOR Factions PawnKinds is a known issue. we think it's because of an incompatibility between two functions in vanilla Rimworld's code, and we have no idea what to do to remedy it

@chili I'll try to look into it, but the special eye positioning code those two use had to be custom-commissioned and the 1.6 update it received changed how it worked drastically so I can't make any promises

@Saren any notable error logs? the full error log text file is located here: AppData/LocalLow/Ludeon Studios/Rimworld by Ludeon Studios/player.log
Saren 22 Aug @ 10:49pm 
Having a weird issue- even with all other mods disabled, tattoos do not work. Anyone know what could be causing it?
neuromancer 20 Aug @ 7:56pm 
Childbirth doesn't seem to work. My Twi'lek has gotten pregnant twice, both times went into labour, then childbirth was completed and... poof, no baby. Nothing about a miscarriage or stillbirth just no kid.
chili 18 Aug @ 4:23am 
gungans and mon calamari kids have their eyes lower on the head, please fix this:steamhappy:
chili 16 Aug @ 9:28am 
Mon calamari kids eyes are wrongly placed
Leutian Kane 15 Aug @ 12:55am 
sorry ChangeNotes Tab and Feb 7
Leutian Kane 15 Aug @ 12:54am 
wheres the update notes hasnt been any added to the changelong since feb 27?
tachi 14 Aug @ 1:33pm 
i ran the log through AI and this is the TLDR it gave me. Maybe itll help you, but im unsure.

Offender: KotORPlayablePawn_RepCom (Republic Commando) being used for newborn generation.

Faction: New Galactic Republic.

Failure: “Generated pawn incapable of required skill: Construction” → retries to 120 → returns null → repeats endlessly → 1 FPS.