RimWorld

RimWorld

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Xenotype Xenogerms (Continued)
   
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Mod, 1.6
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546.325 KB
20 Jun @ 10:46am
28 Jun @ 10:19am
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Xenotype Xenogerms (Continued)

Description
Adds xenotype xenogerms, which apply an entire existing xenotype to the user. They are autogenerated for each xenotype. They should pop up as quest rewards and from traders.

Original mod by Gege here.

I decided to continue this mod early because
- I wanted to play with it on 1.6;
- The 1.5 continuation was apparently commissioned, which makes it less likely it will be maintained.

Baseliner xenogerms should no longer generate.

I'll take this down if asked.
11 Comments
TurtleShroom 2 Oct @ 7:01pm 
Is there a way to disable certain Xenotypes? A few Race Mods add useless "dummy" place holder Xenotypes, and I'd like those to be excluded.
Öffentliches Ärgernis 29 Aug @ 11:26pm 
I'm not into modding, but would it be possible to add the "Order Implantation" widget? Would be nice to convert my prisoners to pigskins...
Privateer 28 Aug @ 8:15am 
Thanks for this. I never tried any of the gene stuff before, and I was surprised and very disappointed to realize that there weren't full on xenogerms.
UntouchedWagons 28 Aug @ 5:50am 
@Jetroid These special xenogerms work like psylink neuroformers. You have to direct the pawn to use the xenogerm.
TurtleShroom 24 Aug @ 6:44pm 
I am amazed that this is not in the Vanilla rendition.
Jetroid 23 Aug @ 9:14am 
I don't see the "Order Implantation" widget? Xenogerms that I combine myself work, just the ones from this mod don't.
Renzor 20 Jul @ 8:37am 
thnx!
Appleson1 22 Jun @ 4:05am 
You're the goat. Thanks for this!:reheart:
_baseplate 22 Jun @ 1:15am 
@The Blind One I'm pretty sure it was vanilla genetics expanded, but the xenotype implanter was randomised.
The Blind One 21 Jun @ 3:32pm 
Wasn't there another mod that already did this besides Gege's?

Either way more choice!