RimWorld

RimWorld

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Varied Tribes
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
16.883 KB
8 May @ 8:06pm
14 Jun @ 12:06pm
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Varied Tribes

Description
I never liked that the vanilla tribes did not have any xenotype variety. This mod adds xenotypes to vanilla tribes and to the ones added by ideology. This will add them also to any modded tribes inheriting from the tribebase. If VE tribal is installed, this will also add xenotypes to wildmen as well.

Xenotypes (Tribe)
Baseliner 45%
Dirtmole 10%
Neanderthal 20%
Pigskin 5%
Impid 10%
Yttakin 10%

Xenotypes (VE Wildmen)
Baseliner 30% (20% with VE Pigskins)
Hussar 5%
Waster 5%
Dirtmole 10%
Genie 5%
Pigskin 10%
Yttakin 10%
Impid 10%
Neanderthal 10%
Highmate 5%
Boarskin (Requires VE Pigskins) 10%
11 Comments
Ravinglegend  [author] 22 May @ 3:17pm 
@VitaKaninen Haven't gotten around to it yet. In the mean time you can edit the numbers easily by opening the xml file in notepad.
VitaKaninen 22 May @ 3:07pm 
Any luck making a settings menu? I really like the idea of this mod, but I think I would want to make a few adjustments.
Ravinglegend  [author] 14 May @ 3:02pm 
@Reed_33 I don't speak russian and using google translate didn't make it any more clear. I'm sorry. I don't intend to add any new factions for this mod. I would suggest taking apart Vanilla Xenotypes Improved and learning how to make a custom faction from that which does what you are looking for.
Reed_33 14 May @ 2:34pm 
может перевод гугла мешает, я имел в виду создать племя которое состоит по циферкам вероятности появления какого либо ТИПА\ксено-тип которые используют всё что уже есть в римворлде а не меняет как то ксенотипо, но уровень технологического развития чтоб у фракции был на этапе племя а цифры спавна кого либо гено типа использовать как ксено пиратов (пираты просто индустриального этапа развития и мне это капельку мешает для идеи прохождения или выживания на средневековье)
Ravinglegend  [author] 14 May @ 2:03pm 
@Reed_33 That's a feature in Vanilla Xenotypes Improved. It adds in new tribes with xenotype variety. This mod only changes the existing tribes.
Reed_33 14 May @ 1:48pm 
Hello, can you make a faction called "xenohuman tribe" and take the xenogene numbers into the xenohuman pirates?
Ravinglegend  [author] 11 May @ 3:10pm 
@True_Gritt I'm gonna see if I can't make a settings menu with XML extensions.
True_Gritt 11 May @ 9:12am 
Is it possible to edit those percentages through mod settings? I'd like to see non-baseliner xenotypes in tribes . . . but not at a 55% rate!
VitaKaninen 9 May @ 4:27pm 
Thanks!
Ravinglegend  [author] 9 May @ 3:01pm 
@VitaKaninen I've added percentages to the description.