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In mod settings.
@Anta'el Feir
Reduce the pawn's metabolism. At metabolism above 15, Eternal Hunger becomes positive. The influence of metabolism on the gene is mentioned in its effects.
[Core, Assembly-CSharp.dll] Verse.Projectile.TickInterval(System.Int32 delta)
[Core, Assembly-CSharp.dll] Verse.Thing.DoTick()
[Core, Assembly-CSharp.dll] Verse.TickList.Tick()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch4(Verse.TickManager)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.TickManagerUpdate_Patch1(Verse.TickManager)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Game.UpdatePlay_Patch2(Verse.Game)
[Core, Assembly-CSharp.dll] Verse.Root_Play.Update()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.DamageWorker_AddInjury.Apply_Patch1(Verse.DamageWorker_AddInjury, Verse.DamageInfo, Verse.Thing)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Thing.TakeDamage_Patch3(Verse.Thing, Verse.DamageInfo)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.RimWorld.Bullet.Impact_Patch1(RimWorld.Bullet, Verse.Thing, System.Boolean)
[Core, Assembly-CSharp.dll] Verse.DamageWorker_AddInjury.ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
[Vanilla Combat Reloaded, VanillaCombatReloaded.dll] VCR.DamageWorker_Bullet.ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1(Verse.DamageWorker_AddInjury, Verse.DamageInfo, Verse.Pawn, Verse.DamageWorker+DamageResult)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Kill_Patch24(Verse.Pawn, System.Nullable`1[Verse.DamageInfo], Verse.Hediff)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn_HealthTracker.CheckForStateChange_Patch1(Verse.Pawn_HealthTracker, System.Nullable`1[Verse.DamageInfo], Verse.Hediff)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn_HealthTracker.AddHediff_Patch5(Verse.Pawn_HealthTracker, Verse.Hediff, Verse.BodyPartRecord, System.Nullable`1[Verse.DamageInfo], Verse.DamageWorker+DamageResult)
[Core, Assembly-CSharp.dll] Verse.DamageWorker_AddInjury.FinalizeAndAddInjury(Verse.Pawn pawn, Verse.Hediff_Injury injury, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch2(System.String)
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.ConfirmInitializedDebug()
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.GetPriority(Verse.WorkTypeDef w)
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.Gene_Undead.SafeWorkSettings()
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.Gene_Undead.Notify_PawnKilled()
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.CompHumanlike.Notify_Killed(Verse.Map prevMap, System.Nullable`1[Verse.DamageInfo] dinfo)
1) Ask your modlist
2) This is literally their default behavior.
@ToxThiccWitch
No, xenotypes don't spawn in factions. Only quests and events.
Genes spawn in genepacks, but rarely.
Both can be configured in the mod settings.
@Syilumi lunari
Thanks for answering most of the questions. I haven't had time to check the comments section lately.