RimWorld

RimWorld

378 ratings
Star Wars Xenotypes
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.013 MB
8 Jan, 2023 @ 3:45pm
4 Sep @ 1:20pm
31 Change Notes ( view )
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Star Wars Xenotypes

In 1 collection by guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
17 items
Description
[github.com] [github.com]





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- Adds an "Amphibian" gene for all aquatic xenotypes that increases water movement speed and nullifies the "soaking wet" thought.
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- Adds Xenotype-exclusive apparel for Hutts and Twi'leks (more to come, maybe?)
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UPDATE 9/21/24:
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11 NEW XENOTYPES!!!
- the long awaited Gungan Xenotype is finally here! Gungans are hardy and agile, though they are particularly weak to high temperatures and sunlight. they can leap great distances with a special milder version of the Sanguophage "Longjump" ability, and if Pathfinding Framework is loaded they gain a movement bonus when moving through water as a result of the new "Amphibious" gene!
- two additional new Amphibious Xenotypes have been added: Selkath and Mon Calamari! in addition, the Aqualish, Quarren, and Nautolan Xenotypes have been given the Amphibious gene as well!
- three new mask-wearing Xenotypes have been added: Kaleesh, Kel Dor, Gand. thanks to the magic of 1.5, these cosmetic masks are applied to the pawn through hediffs rather than directly from the associated gene, and as a result they are (somewhat) removable! these masks can be taken off and put back on with a simple, guaranteed-success surgery. additionally, all three mask types have different patterns/variants that are randomly selected every time the mask hediff is applied to a pawn!
- five additional new Xenotypes have been added: Dathomir Zabrak, Ithorian, Taung, Defel, and Ugnaught

more update notes in the changelog!




This mod adds 55 different alien races from Star Wars as Xenotypes.

I've also added a handful of genes that affect a pawn's lifespan. I... uh... don't actually know how well these work, or if they have any substantial in-game effect at all, but they do let me set my wookiee pawns' age to more lore-accurate numbers. These were made by simply cranking up the LifespanFactor stats to relevant multipliers. If y'all encounter any problems with it please let me know and I'll uh... try and do something about it.

This mod requires Integrated Genes and Big and Small + Prerequisites Framework. Major shoutout to Integrated Genes for having, like, the perfect list of additional genes for this mod to be possible.

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IMPORTANT: PawnKinds are currently not included, meaning these won't normally spawn in game. I am working on several faction mods that will utilize these, but until that's ready for release, use this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2891975564
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This mod adds a patch for Humanoid Alien Races that fixes a bug where the "bald" hairtype doesn't work.
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Upcoming aliens:
- Kaminoans
- Dathomiri/Nightsisters
- Gran
- Muuns
- Skakoans
- Pykes
- Chagrians
- Iktotchi
- Verpine
- Talz
- Lepi
- Geonosians
- Massassai

and more!

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CREDITS & THANKS:
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kaitorisenkou - graciously coded many things so features in this mod could be possible!
Sovereign - made the original Sith Pureblood and Tusken Raider xenotypes in 1.4, graciously donated them to me for 1.5

Ryflamer's HD Pawn Textures mod - most of the graphics from this mod are proportioned to these 512x upscales, and were used as a base for pretty much everything I've drawn for this! I also used those head textures to create the new HeadTypes this mod adds!

RedMattis - letting me borrow the "Regenerative" gene from the Big and Small mod & fixing pawn rendering for HAR-less users

GoSu - writing descriptions

AnimeshkaTvar - writing descriptions

Lee - writing NameMakers for most of the xenotypes

anonymous friend of mine who suggested using color-inverted eyes for the Mon Calamari

other anonymous friend of mine who graciously drew conceptual sketches of Hutts and Taung when I was having trouble figuring out how to draw them (sketches can be found in the About folder in the mod files!)

erdelf - fixed TattooColorOverride dll

Bambaryła - compatability patch with other faction mods:



Our other mods:



[ko-fi.com]
Popular Discussions View All (2)
1
26 Mar @ 2:00am
PINNED: Missing Heads Fix
Umedyn
0
15 Jan @ 5:31am
Gungans, togruta and bionics
Leutian Kane
283 Comments
Chupa 5 Sep @ 8:23am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
MooseWars.com/LAN 5 Sep @ 12:55am 
for those that are running into the tattoo issue, Lee, one of the develoipers put in their discord a replacement tattoocoloroverride.dll for the mod. were waiting on guy to reupload it on steam
Chalas 4 Sep @ 5:09pm 
@Guy762 Yes I believe he does have a missile jetpack. I'll boot the game and destroy it. FYI, I used the scenario "Knights of the old republic" and he came with that equipment
guy762  [author] 4 Sep @ 3:46pm 
HAR fix integrated, thank you erdelf

@Chalas does the pawn in question have a Modular Wristgun or Missile Jetpack equipped? those items changed recently and might still be bugged for you, you'll have to take them off and delete them with dev mode and spawn in new ones
Chalas 4 Sep @ 3:03pm 
Hi, need help with another issue, unrelated to the tattoos one. https://gist.github.com/HugsLibRecordKeeper/ad096a277df726a96adf6d1837757581

One of my Mandalorian colonists is spamming errors
erdelf 4 Sep @ 9:55am 
it is specifically mods changing the tattoo code mind you.
Gr13nSl1me 4 Sep @ 9:03am 
The HAR update seems to be affecting a few mods which introduce tattoos on the body.

@guy762, is there anything I can do to assist with troubleshooting?

I think @erdelf (HAR's author) has already commented on here, so may be willing to walk through what exactly changed in the latest update too.
Mave / EzPz 4 Sep @ 5:49am 
The Star Wars Xenotypes mod caused invisible colonists and texture gitches due to a faulty Harmony patch in its tattoo color override system, throwing a System.TypeInitializationException that broke propper rendering. Disabling the mod resolved the conflict,
Sunbird 4 Sep @ 4:03am 
@Chalas. Weird works perfect for me and others. Maybe you forgot to unsubscribe from the workshop version?
erdelf 3 Sep @ 11:49pm 
it is not an older build. It's the same one.. just deployed slightly earlier.. for testing.