RimWorld

RimWorld

Biotech Expansion - Mammalia
434 Comments
Grayfang 1 Jul @ 4:42pm 
Thanks for the update, good sir!
Mister Jay - Dk 30 Jun @ 8:45am 
@Lennoxicon That's fair, I think we all appreciate the work that is done, so thank you for the 1.6 :D
Lennoxicon  [author] 11 Jun @ 4:44pm 
1.6 Update
Sorry for basically falling off the map, been pursuing my own game dev projects so most of my mods are on maintenance mode for now.
peterson.vaz 27 May @ 3:40pm 
I'd like to suggest that vegetarian gene also allows to eat raw vegetables without a mood debuff.
Kishmond 26 Apr @ 9:28pm 
For what it's worth, I am not having the invisible head problem. The head is overwritten by face replacer mods though.
Chaosstripe 24 Apr @ 1:06pm 
Hello, is this still being worked on and maintained?
BlunderingFool 16 Apr @ 7:23am 
Is there a way to make the excessive milk production only apply to female haytankard pawns? I'm not really a fan of male pawns suddenly dumping milk all over the place... I bet it isn't even real 'milk' for one thing!
thesoupiest 11 Apr @ 12:46pm 
There's got to be better names than "Barkkin" and "Haytankard"
Glitter Bat 8 Mar @ 5:26pm 
No one had a head lol
Psycho Penguin 24 Feb @ 8:42pm 
Is there a update? In my save my characters with the related xenotypes have no texture, appear the magent X. I'm removing mods one by one but nothing work. I'm still trying
Frederick 19 Feb @ 7:18pm 
you planin on doing one with horses people?
melon 12 Jan @ 6:56am 
hello the issue i stated with antlers on the deer race's head is not fixed still im pretty sure please fix it :)
Turianel 11 Jan @ 11:35pm 
The problem with herbivore and carnivore genes. They do not conflict. This means that both can be in the same xenotype or added through the parent tree. The result is that the pawn cannot eat anything without getting poisoned. I have a case where herbivore parents have a carnivore grandfather, and his genes show up in the child.
ihaveeyes 20 Dec, 2024 @ 11:49pm 
love this mod, using it with a body replacer currently and figured if anyone had this issue its an easy fix for different bodies of any mod. Go into the GeneDefs_MammalEndogenes xml file and edit in notepad to change the east and west values for tails by 0.1 plus and minus respectively (e.g. wiretail goes from -0.5 to -0.4 and the 0.5 becomes 0.4). Despite the name it adjusts the height of the tail on the pawn while north south adjusts the centering. This will work for any needed adjustments for different bodies to avoid clipping of tails.
Cactus 17 Dec, 2024 @ 6:11pm 
Can you add an estimation for when and how much the milk and wool genes produce like you did with the devilstrand one? Please and thank you
Dirty goblin 1 Dec, 2024 @ 5:19pm 
This mod is compatible with Vanilla Races Expanded Androids?
Alexkittly 9 Nov, 2024 @ 11:27pm 
You did great job! please add more animals,like bear and horse,or reptiles
Blake81 27 Oct, 2024 @ 8:26pm 
Did they change this mod's face parts to be full on Head parts after the 1.5 upgrade? Because now so many of them are full heads and don't work well with Nal's Faces...
Deep-Friar 22 Oct, 2024 @ 5:46pm 
Hi there,

When you have a moment, is there a known conflict that causes the heads from these biotech expansion mods to be just base human?
Ano 21 Oct, 2024 @ 4:09pm 
More Rat genes YES
melon 27 Sep, 2024 @ 4:50pm 
please update this mod i love it sm <3
Shaw_de_pig 26 Sep, 2024 @ 6:21am 
Will you ever add bears?
NerdCuddles 16 Sep, 2024 @ 10:15am 
You should make Reptilian and Avian, probably also Prehistoric
Kiana 3 Sep, 2024 @ 9:31pm 
Gotta second MadArtillery: Gotta love a mod that runs smoothly.

And I love how Randy kept dropping seertusks into my colony as I was working on breeding elephants. Surprise themed playthrough time!
MadArtillery 25 Aug, 2024 @ 10:56pm 
Still my favourite on the Biotech Expansion series. Sometimes you can't beat simple but well made.
TrashPanda117MC 9 Jul, 2024 @ 6:52pm 
Are there any plans to add other species to this? I know there are some other mods that have some already that reference yours.
Quickdraw6 8 Jul, 2024 @ 11:11pm 
This mod does not appear to be compatible with Hospitality. When a visit from one of these mods' factions arrives, a red error is generated that announces the pawns could not be generated, and no pawns will appear.
WarKittyKat 30 Jun, 2024 @ 11:12am 
It looks like the problem I'm having with barkkin is they don't seem to choose food properly. They'll often still go for vegetarian food in preference to fresh corpses, and won't voluntarily eat corpses unless at least at moderate malnourishment. In caravans they'll eat berries before raw meat or corpses, even if the berries are forbidden.
Azzkal 30 Jun, 2024 @ 2:46am 
What a shame
Amelia Corvid 9 Jun, 2024 @ 5:05pm 
Barkkin are getting food poisoning despite their stomach
melon 5 Jun, 2024 @ 7:15pm 
oh sorry to hear that
Lennoxicon  [author] 3 Jun, 2024 @ 4:13pm 
I’m preoccupied with life right now
melon 1 Jun, 2024 @ 5:46pm 
is this dead
Dantalion 27 May, 2024 @ 11:55am 
Hello, just interest, does author has plans for beaver xenotype?
melon 19 May, 2024 @ 11:31am 
also the antlers in bonecrowns are kinda coming out of his eyes if you look at them from the side and not their forehead. pls fix
melon 7 May, 2024 @ 5:16pm 
This also happens for the carnivorous gene btw
melon 7 May, 2024 @ 5:11pm 
Ok, so i tested it and it does count for the Animal Personhood meme but he doesn't get food poisoning from eating it, he just gets the -24 ate meat moodle. pls fix
melon 7 May, 2024 @ 3:13pm 
Hello, so im pretty sure that the herbivore gene doesnt work correctly. It seems that it just affects meals, not nutrient paste meals. For example, i tried making a carnivore meal and giving it to my rabbit pawn (herbivore gene) and the meal worked as intended but then i put exclusively meat in the hopper, made a meal, and the pawn didnt get sick. Im gonna test it with the Animal Personhood meme to see if thats just an issue with the paste dispenser but i think thats not intended
se05239 4 May, 2024 @ 7:44am 
The new animal head shapes doesn't seem to be working? It's just the default pawn head for me.
melon 4 May, 2024 @ 1:06am 
please do moths :)
Volcano2207 24 Apr, 2024 @ 4:50pm 
has anyone made armor sprites for pawns with snouts or ears so they dont clip out?
adHerry 22 Apr, 2024 @ 12:39pm 
I don't see it either but from time to time my fluffgremlins drop Wool so I assume it still works under the hood.
cyanobot 21 Apr, 2024 @ 6:55am 
In 1.5 I am not seeing any wool growth on pawns with Excessive Coat Growth. Mod list is Harmony, Biotech Expansion Core, Mammalia, and all vanilla expansions, nothing else.

Applies to both starting pawns with the Cloudpuff xenotype and pawns given the gene during play.
CryingEevee524 18 Apr, 2024 @ 3:31pm 
so since ghouls from the new expansion have unique heads it'll override the animal heads of these xenotypes (at least barkkin, that's the only one i've seen) leaving a very awkward looking pawn who has a furry body and animal ears and tail but a regular human ghoul face. though i'm not actually sure if there's anything you can do about this?
Lennoxicon  [author] 11 Apr, 2024 @ 6:06pm 
This module is already filled to the gills with xenotypes already. You can put felines together with existing genes already I think
carnespecter 11 Apr, 2024 @ 5:59pm 
would you ever add any other mammalian animals? like felines for example :0
--------- 11 Apr, 2024 @ 11:37am 
Oh thank you so much for fixing the beard issue, the beards really kind of screwed with male pawns of these xenotypes, the muzzles are the most important part and the forced beards were messing with them. :lilacstare:
Lennoxicon  [author] 10 Apr, 2024 @ 4:12pm 
1.5 Unstable - Rebalanced a couple xenotypes and genes.
TeH_Dav 3 Apr, 2024 @ 12:43pm 
Heya again; Noticing in 1.4 that I'm getting the same issues as I was previously with the game failing to find/load pawn heads, and a big purple block appearing over my pawns with furskin - specifically Cloudpuffs. The head issue causes the game to lag so badly that it is virtually unplayable. was working fine after a previous update, but idk something must have broken again...?

https://gist.github.com/HugsLibRecordKeeper/015f6a2b4b42cbf0462c5a350e29b1e7
Jack Salem 31 Mar, 2024 @ 5:00am 
No more animal husbandry development by shearing colonists? Sorry. There was something ironic about the fact that an animal breeder was needed to collect resources.
About the needs of the Barkins. Maybe it's worth tying the satisfaction of this need to animals as well? What difference does a predator make if it smells of blood and screams? The need to kill intelligent pawns may be a separate gene.
Oh, and what about the bears? Hibernation as the main feature. It can be positive when a pawn just goes to sleep for a month and does not consume colony resources, or negative when it just needs to hibernate. The mechanics of vampire sleep are very suitable for bear hibernation.