RimWorld

RimWorld

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More xenotypes and multicultural factions
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Mod, 1.4, 1.5
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475.372 KB
25 Nov, 2022 @ 3:01am
27 May, 2024 @ 7:00pm
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More xenotypes and multicultural factions

Description
This mod has been superseded by Vanilla Xenotypes Improved. This version can still be used, but will no longer be updated.

Six more xenohumans and factions that have them! Yes, they will raid you.

This mod is meant to address how genes not present in the default game's xenotypes are unusually hard to get, while trying to maintain a vanilla feel and balanced gameplay.

Why you would want this mod
If you...

1) were annoyed you could only get cat ears, smooth tails, and whatnot by starting with them or buying from traders,

2) didn't like that factions such as the Gentle Tribe were only populated by baseliners, or

3) if you just wanted relatively balanced, vanilla-esque new xenotypes to be included without general mod craziness or overpowered genes...

...then this mod would work for you! I designed it to be compatible, balanced, and make sense within the lore. It adds new xenotypes and also multicultural factions into the game that are populated by a variety of the preexisting and new xenotypes.

New Races
Every xenotype should be visually distinct and easily recognized. No archite or hemogenic genes were used.

Kitul - An athletic race skilled in shooting and social interaction. They possess cat-like ears and a furry tail, but otherwise appear human. Inheritable.

Artemid - Nature-loving and acid-spitting xenohumans. Like genies, they are modified baseliners meant to fill a particular niche. They are resistant to smokeleaf and walk somewhat slowly, but make up for it with dextrous fingers and smooth tails. Non-inheritable.

Nizai - Hyper-focused melee specialists. The Nizai barely need to eat or sleep and are chemically dependent on wake-up. Their incredible melee prowess is counteracted by their need to regularly kill. Non-inheritable.

Prole - Worker drones with reduced lifespans and somewhat limited intellectual capacities. Nevertheless, they excel at manual labor and are easily pleased. Inheritable.

Gwennin - Upbeat and social dog-like xenohumans. They act as a stark contrast to their more taciturn yttakin brethren, who they often share settlements with. Inheritable.

Reaper - A somewhat rare xenohuman engineered to excel at doctoring, easily recognized by their distinctive single horn. They are incapable of violence and their reduced metabolisms and naturally low need for sleep means they can keep working even under dire circumstances. Non-inheritable.

New Factions
This mod also adds the following factions, enabled by default. The faction they're based off of is included in parentheses. Any of them can be disabled.

Multicultural union (civil outlander) - A civilized union of various races that is initially friendly and open to diplomacy. They possess a wide variety of xenohumans, both germline and not.

Rough multicultural union (rough outlander) - A rough union of various races that is initially hostile. They possess a wide variety of xenohumans, including some that are not welcome among civilized folk.

Multicultural tribe (gentle tribe) - A peaceful tribe of many germline xenohumans.

Adoptive pirate gang (pirate gang) - A violent pirate gang with a significant kitul minority. They have a wide variety of xenohumans that they will attack you with.

Neo-waster pirates (waster pirates) - Pretty much the same waster pirates just with some additional xenotypes thrown in.

Furskinned pirates (yttakin pirates) - The same yttakin pirate gang, but with a 20% gwennin minority.

Ribbon Features
Each race and faction has their own custom icon. I've also included short info blurbs for each of the six races, illustrating a brief history of why they're present on the rim in the factions that they can be found in. Credit to pphhyy and Kasmex for the icons.

Kituls and Proles have their own name lists that I designed.

With Royalty and Ideology: This mod will also add my custom xenotypes to refugees, beggars, pilgrims, and Empire faction groups. It's designed to be noticed but not overwhelming, and you'll still see mostly baseliners and the default xenohumans.

With Anomaly: The mod has also been updated to add the new xenotypes to the new Anomaly factions, such as the Horax Cultists, shamblers, ghouls, and creepjoiners. Note this mod is not compatible with Anomaly Pawns have Xenotypes as that mod is included in this one.

To-do:
Reaper Availability - By virtue of being a non-violent pawn, Reapers have the same problem as Highmates in that they are somewhat more difficult to acquire. Because of this, they're rather strong and balanced around having just one of them rather than a bunch. Still, I'd like to look into ways to make acquisition more reliable.

Notes, etc.
- If the devs release more genes that are unused, I may add more xenohumans. With the genes we currently have, I'm pretty content with the six above.

- Not every gene was used. Some powerful few, like No Sleep, still need to be bought from traders. Variety from regular gene-ripping is greatly increased with this mod though.

- The screenshot of the Kitul above uses Anime Cat Ears Retexture to make the cat ears hair-colored.

- If you just want to adjust the proportions of the xenohumans within factions, I recommend Xenotype Spawn Control, which is fully compatible with this mod.

Check out my other mods!
Use Generate Double Xenotypes if you want to see germline xenotypes spawn under xenotypes like Genies, Hussars, Artemids, and so on! If you have Anomaly, use Integrated Creep Joiners to add Biotech, Royalty, and Ideology content to creeps!

Note about mod commissions
It's come to my attention that someone's been claiming to be me using various discord accounts to try to get mod commissions. I have never nor do I ever plan to take commissions for mods. If someone is using this mod as part of their portfolio, it's not me.
24 Comments
pphhyy 9 May, 2024 @ 6:10am 
his name was doxmoxyyy
pphhyy 9 May, 2024 @ 6:10am 
just got a guy also trying to say he did the code for this mod
IPN  [author] 5 May, 2024 @ 8:24pm 
@TSense Yeah, that's not me. I never have and probably never will do a mod commission. I'll pay others to help me if I need it, but I won't ever take payments from anyone.
TSense 4 May, 2024 @ 3:04am 
Just had someone on discord who offered to do one of my mod ideas... and they linked this mod as their past work lol
IPN  [author] 30 Apr, 2024 @ 5:19am 
Thanks!
Gpac1231 29 Apr, 2024 @ 9:37pm 
@100% Gamer Girl

Great mods! Really enjoy the more fleshed out dlc compatibility. Keep up the great work!
IPN  [author] 20 Apr, 2024 @ 4:33pm 
@ProfDrHamster A few comments down I replied to another comment about this issue. In summary, I'm aware but I can't fix it because it's just how beardless interacts with furskin by default. I've considered removing beardless but a Gwennin with a beard is visually too similar to an Yttakin imo. The notification only barely pops up, so you can just dismiss it.
ProfDrHamster 19 Apr, 2024 @ 4:13pm 
The Gwennin has Furskin and Bearless. this results that after a few days they desire a lookchange, which you can not fulfill, since they cant have beards but furrskins only want beards.
IPN  [author] 19 Apr, 2024 @ 2:36pm 
@Officer_Doofy Nothing in this mod affects backstories or rates of aging/adulthood, so it must have been a different mod. 26 year olds should spawn with an adult backstory.
Officer_Doofy 18 Apr, 2024 @ 1:51pm 
I'm loving this mod but I got one question. Do the xenotypes reach adulthood at the same age as baseliners? I recruited a gwennin who is 26 years old, but she didn't generate with an adulthood backstory. It might be something from my other mods, too.