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(and at last, another Anomaly mod, this DLC seriously lacks mods smh)
It's actually a concept from a book series I read a long time ago that I enjoyed, a race of dryads, always female (as dryads typically are in mythology and the clear inspiration for the phytokin). When an corrupting sickness infects the forest, the first (and only) male dryad is born as a result of the sickness (and sorta serves as a "last herald of a dying race" thing, but I wasn't going for that part :P). I always enjoyed it so I opted to have the corrupted phytokin be male.
Finally, i wanted a way to have male phytokin for all phytokin colonies since typically phytokin are 100% female and can't breed without introducing non-phytokin pawns.
If so fair enough. I have used far worse reasons to make something a female.
im more curious then anything.
Or just straight up while they sleep, they nourish all plants around them, increasing growth speed, so you can just plop a sleeping spot in your field and they'll be happy.
Yeah, they looked too much like polixkin with the primary harbinger tree purple for hair, the brownish harbinger tree color just looked like a normal skin tone so they weren't distinct at all. you're of course free to change it how you like in the xml or post a mod that requires this one that tweaks those genes as a patch if you prefer
@SalSalvador13
They did originally but they did look very feminine so I removed it, if you want it back you can just add the gene in the xenodef xml file and any new harbingerkin spawned will have the hair.
If I was better at replicating the rimworld art style I'd probably make custom male versions of thorny hair or something, but it looked goofy
I'll probably create one for the new odyssey tree if the VE team doesn't end up adding it as well.
For the dread leather: I'll have to check, I can't recall if the Vanilla Expanded Framework makes your flesh type work like that.