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Yanzhiko Xenotype Collection
   
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Mod, 1.6
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45.866 MB
4 Oct @ 5:17pm
4 Oct @ 5:56pm
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Yanzhiko Xenotype Collection

Description
## NOTE: Soft dependencies:
- Vanilla Expanded Framework: Custom fur or leather from butchering xenohumans. (you monster)
- Alpha Genes: A lot of xenotypes use alpha genes. Missing the skin color genes in particular would look weird.

This is a combined port of all of Yanzihko's race mods to Biotech+Big and Small Framework. This includes:
- 25 Xenotypes
- 96 Cosmetic Genes
- 7 Color Genes
- 6 Misc Genes
- 6 Mergable Races
- 34 Child Backstories
- 40 Adult Backstories
- 1 Faction
- 2 Stuffable Materials
- 2 Apparal
- 7 Bionics/Implants
- 20 Name Generators

Unlike previous ports by myself and others, this is *feature-complete*. We got modular graphics that disappear when a bodypart is lost, we got genes adding entirely new body parts, and we don't even need Gene Tools anymore (my evil adopted child that I should have euthanized)

All genes do not randomly spawn, because there's too damn many of them. A couple aren't really from the original mods but I thought would be fun for the xenotypes. The xenotypes don't align 1:1 with the original races - the truth is post-rebalance most of the original races aren't very distinct. I mostly followed the skill bonuses but threw in more stuff willy-nilly.

This covers the following mods:
- Yanzihko's Races - Core Module [YZRCM][1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3005787388
- Eeveelutions - Eevee Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3037810270
- Eeveelutions - Sylveon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2800815182
- Eeveelutions - Vaporeon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2900807338
- Eeveelutions - Flareon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038032690
- Eeveelutions - Umbreon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038052408
- Eeveelutions - Leafeon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038518817
- Eeveelutions - Espeon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038518955
- Eeveelutions - Glaceon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038519118
- Eeveelutions - Jolteon Module [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038519286
- Meowstic - Mystic Pokemon [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3058827320
- Gardevoir - Fairy Pokemon [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3129693518
- Zoroark - Illusion Pokemon [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932202440
- Braixen and Delphox - Fire Pokemon [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2424930825
- Feles - Felines of the Rim [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2690125435
- Kisalfar and Fressálfar - Lost Project [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2490255045
- Lombax - Desert Warriors [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2384986421
- Vulpoids - Adorable Foxes [1.6]: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2174717519

## About mergable races:
This hasn't really been used outside of RedMattis's mods, so a quick explanation. Adding new bodyparts has to be done with a new race, hence why it always was done with HAR. With Big and Small Framework, You define a new race (e.g. human with new bodypart) to be added by a gene and configure it to be mergable with other races (added by other genes). Then B&S generates a race for every possible combination of mergable races and assigns merged races to pawns with multiple race genes.

This is why you'll see a lot of new entries on stockpile filters for corpses, and butcher bills. I can reduce the number of generated races by making things mutually exclusive, which I've done in a very conservative way. So like there aren't merges of two different types of tails. But there are more I arguably should do.. like in theory I could forbid having a vaporeon fin and sylveon bows at once because who's going to complain. But the genes currently let you do it. Also changing bodies after release would break saves so it's set in stone now.

## Additional Details:
- Unlike the original mods, I don't patch these into existing factions. Personally I use the Xenotype Spawn Control mod. Too subjective how common they should be.
- The new faction is is just something I threw together as a way to add the xenotypes and the backstories to your games. The backstories in particular didn't make sense with existing factions.
- The 'pyromania' gene+trait differs from pyromaniac in that it doesn't prevent firefighting and doesn't spawn possessions. In testing the possessions caused lag when generating pawns.
- Electrified gene was intended for jolteon but I didn't really like it. Left it in though.
- The eyes are colored by hair color. Big and Small actually has a system to make this more sensible, which maybe I should have used. Dunno.
- All the cosmetic genes, and the apparel, require a single core gene with a very high complexity.
- I tried to avoid using c#, but a couple things I couldn't find a way around. Code source is here: https://github.com/tinywhitecats/twcyz/tree/master. It's for backstories adding the glitterlink implant, and moving tail graphics to align with different body types (this could maybe be done with custom wound anchors though)
- There's a lot of XMLExtensions custom patches under the hood. Otherwise the gene defs would be huge and impossible to maintain.
- I don't really want to release the xenotypes separately without good reason. It's just very inconvenient.
- As of release version the new apparal doesn't hide the ear/nose/tail graphics. I'm waiting on a bugfix in Big and Small Framework.

Posted with permission from Yanzihko.
2 Comments
Simplyoranges1.0 5 Oct @ 7:02am 
peak
Yanzihko 4 Oct @ 7:49pm 
I have no idea how much nerves it took :lunar2019deadpanpig: