RimWorld

RimWorld

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More Biotech Style Xenotypes
   
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Mod, 1.4, 1.5, 1.6
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334.681 KB
18 May, 2023 @ 11:01am
12 Jun @ 8:50am
13 Change Notes ( view )
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More Biotech Style Xenotypes

In 2 collections by Alite
More Biotech Style Genes
27 items
Alite's Gene Mods
13 items
Description
This mod adds a bunch of xenotypes that use the base genes provided by Biotech.

Due to the number of genes Biotech makes available for use, there is a theoretically infinite number of xenotypes you can make. Unfortunately, Biotech only gives us 11 Xenotypes in the world by default, including the one that doesn't even use genes. This mod aims to help with that some by adding xenotypes that will live amongst all of the other xenos. They don't have complex backstories, but they will increase the variety you see in the world.

This mod will NOT implement any new factions, but instead increase the variety of xenotypes in existing factions. This will, in theory, make it easier to find the new xenotypes because there won't be an increase in the number of factions on the map, thus making it more likely for the ones that do exist to visit you with the new xenotypes in tow. I also decreased the chances for factions to have baseliners. For example, the outlander faction pawns normally had a 85% of being a baseliner, but with this mod it's 30%. Tribes have a 50% for baseliners, while the normal value was 100%, for a reason I'm still not completely clear on. Regardless of how unixenotypial they were before, there's been other xenotypes dropping in left and right for a while now, so you'd think there'd be at least a little variety. I digress.


Xenotypes currently added by this mod - WARNING I'm bad at naming things. I either find a random name generator, or go with something insultingly obvious. I did both this time.

Damphir - Bioengineered sanguophages with fewer limitations
Viperal - Short-lived assassins incapable of reproducing
Artifexian - Evolved monkeys that love making new things and sleeping
Felionkin - Lazy human-cat hybrids with a strong desire to kill things
Canuskin - Human-dog hybrids that enjoy digging and fighting
Toxinborn - Peaceful Waster offshoots with a penchant for farming
Reavers - Psychically sensitive warriors that make Hussar seem reasonable
Harmonites - Archite-infused psychics that excel at mental tasks
Battleborne - Unresting warriors that also do well with intellectual tasks, and very poorly with drug abstinence
Oni - Red desert warriors who just want to watch the world burn


There's also 3 new Xentoypes based on the genes from More Biotech Style Genes. If you don't have any mod from that series installed then the xenotypes will not appear. If you only have certain individual mods installed, then the xenotypes will only appear if you have More Aptitude Genes in addition to the specific other mods that individual xenotypes require. The list of MBSG based xenotypes may increase if I have new ideas I want to implement. These xenotypes have characteristics that make it impossible to implement them directly into factions, but they should still be findable through other means.

The xenotype additional requirements
Celestial - More Cell Stability Genes and More Psychic Sensitivity Genes
Phoenix - Climate Preference Genes and More Fire Resistance Genes
Yeti - Climate Preference Genes


Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]

While they are not required, I did implement the genes from my Fertility Genes and Lovin' Genes mods. I did not list them as requirements because this mod was made to provide xenotypes that don't force you to deal with more genes, but were included in this mod because I'm too lazy to make compatability mods for this. Having neither, one, or both of those mods should not impact your game negatively.
21 Comments
Runzu 15 Aug @ 5:19pm 
Oh, okay. The more I know! 😂
Alite  [author] 15 Aug @ 4:55pm 
None of the vanilla xenotypes actually use Kill Thirst. It was one of those miscellaneous genes Ludeon added without giving to any of the xenotypes similar to the cell instability genes. Most of the genes were attached to a xenotype, but there are also a decent number that Ludeon added outside of those
Runzu 15 Aug @ 4:48pm 
Oh... I've never seen it on a vanilla xeno, probably got too many modded xenos in my game then. Apologies for the mistake and wasting your time. Thank you for the quick response!
Alite  [author] 15 Aug @ 4:46pm 
Kill Thirst is a vanilla gene, not one of my own, so you should ask Keyz for the patch
Runzu 15 Aug @ 4:44pm 
Hello. Would you be willing to patch the Finish Off order from Keyz' Allow Utilities ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524716849 ) to fulfill Kill Thirst satiety meter? I've noticed it doesn't work in my game.
Lightning Larry the Lockie 22 Jul @ 6:46am 
Heyo, Have added a patch to my mod, for your races here, Feel free to reach out if the colors are not what you think they should be, also feel free to delete the comment if your dont want the url there. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3231022032
Alite  [author] 20 Feb @ 3:54am 
Robust digestion and strong stomach are not incompatible in vanilla, nor do I recall making any of my mods make them incompatible. You'll have to look through your mod list to find what mod is turning them incompatible to handle it. I've also never heard of incompatible genes causing games to crash, so the cause is probably somewhere else.
SquirrelGoblin 20 Feb @ 12:26am 
Hello!
I really love the canuskin but in my current game it made some problems, because the gene robust digestion wasn't compatible with strong stomach. Made it impossible to save my game, cause it would always crash.
Here's my last log if you'd like to read it!
https://www.dropbox.com/scl/fi/e7b1ekgngy1vm338f4fhs/Player-prev.log?rlkey=34i5az34v4mj1pvhfpeuu8t97&st=fctdwiah&dl=0
Alite  [author] 28 Jul, 2024 @ 4:49am 
If this mod is loaded before Vanilla Xenotypes Improved then they should mostly work together without issue. In theory their multicultural faction will also include the xenotypes in this one, but you may need to use something like xenotype spawn control to force the issue. I'll update my about file to make mod autosorters do that automatically.
Dr Jimothy 27 Jul, 2024 @ 10:46pm 
How well does this work with Vanilla Xenotypes Improved? I know that neither's gonna cause a crash or anything, these are mods using mostly-vanilla stuff by very skilled modders, but in terms of the faction makeup. Does one overwrite the other, do they work in tandem, or should I use Xenotype Spawn Control (it works in 1.5)?