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Maybe sometime in the future, but if that happens it would be listed as a separate mod anyway.
At any rate if it's done I would either wait until there is a save breaking Rimworld update or DLC, or I'd release it as a separate mod, for the sake of not breaking people's saves. Going full xenotype would also make the mod require biotech, which unless HAR changed it should not require any DLC as it currently stands.
I absolutely need to do a equipment pass on the colonists, when the mod was first created I didn't fully understand pawntypes. But work and illness has been keeping me busy.
I was wondering if it was time to just have them be the xenotype. At current, they're only baseliners with extra genes, so they pop up even if youre doing just a base crash landed start.
Also sidenote, there might be something wrong with their starting values i keep getting colonists with biocoded weapons and full flak everything.
I really like this mod just asking for a little polish
Tentative Anomaly support is also in, but it's mostly based on a number of assumptions, as I don't think anyone myself included has managed to more than scratch the surface of the new DLC yet.
Aspero should function more or less the same as a normal human when it comes to Anomaly content, but be aware it has not been thoroughly tested.
I don't think it will take too long, but sometimes simple things turn out not so simple.