RimWorld

RimWorld

Integrated Xenotypes
46 Comments
Kaschey 13 Feb @ 4:22pm 
Just wanted to say that this mod is incredible. I've been playing with it for a while but only recently, after learning a lot about Central European culture (which the Empire's culture is obviously based on), I realized how much detail and research went into designing the regalids - it's stunningly accurate!
Naraxa 24 Dec, 2024 @ 9:24am 
Pardon if this has been asked before, and since its more a nitpick than a big suggestion or problem with the mod feel free to not worry about this, I was just wondering if there could be some support for VE's anima theme for the Gauranlen content in this mod, for those who use the mod
Turnovus  [author] 13 Aug, 2024 @ 12:00pm 
@JazzimoX
It's been a while since I've played, but if I remember correctly, the psylink genes work like this:

Archotech Attunement - Requires an existing psylink, but rewards levels and new abilities much more frequently.

Latent Psychic - Can grant a new psylink, but works very slowly. The average age to acquire the psylink is about 30 years. Pawns that spawn with the gene also have a chance to spawn with a psylink.
JazzimoX 13 Aug, 2024 @ 11:38am 
*(and also Gaurankind and VRE Phytokin's Gauranlenkin, which fill the same role but in different ways.)
JazzimoX 13 Aug, 2024 @ 11:34am 
This is a fun mod! I also want to try the VRE xenotypes but looks like there is some overlap, notably the Latent Psychic (gain a psylink), Archotech Attunement (upgrades a psylink), and VRE Archon's Natural Psylink (have a psylink; also archite and same icon as Archotech Attunement).

There wouldn't be any game breaks as these are all separate genes, but I wonder if either side has any plan to consolidate these (I don't fully understand the difference between Latent and Attunement genes much anyways) or if I should just Cherry Pick my way through as I see fit.
Again, thanks for the content. It's still super unique and fun to have more xenotypes!
Karkino 31 Jul, 2024 @ 1:54pm 
@Psyckosama use cherrypicker
orple201 18 Jun, 2024 @ 12:19pm 
Is it wise to load this in mid save?
~zenith~ 18 May, 2024 @ 6:04pm 
Hi! I love this mod and the new xenotypes because they integrate very well into established lore. :) Can I make a suggestion? Can Gaurankind be limited to spawn in their own factions/ideologions? I only ask this because it is somewhat annoying to have Baseliner tribes (nudist, etc.) think that the Gaurankind are a preferred xenotype despite that never spawning there. I was wondering if that preference could only exist on an ideo that is with the Grove faction and/or if Gaurankind can only spawn in the groves and not baseliner tribes. :)
Psyckosama 18 May, 2024 @ 1:20am 
The option to disable specific xenotypes would be nice.
Turnovus  [author] 3 May, 2024 @ 10:27am 
@Ithundalië
Could you be more specific? What seems to be the problem?
Limburgse Kiwi 2 May, 2024 @ 4:22pm 
Seems to break world generation / pawn generation
Bosh 9 Apr, 2024 @ 8:26am 
@Vartarhoz You can use RIMMSqol to tweak xenotypes to your liking.
Vartarhoz 8 Feb, 2024 @ 4:45am 
Regalid something to make them little tankier. This is rimworld where range is godlike and Purslave should be incapable of violence.
Вистан 15 Jan, 2024 @ 8:46am 
with VFE unbalanced
Nameless 27 Dec, 2023 @ 3:16pm 
@Turnovus, there is a second thing I'd like to ask you about. Purslaves faint around the intact (not yet open) ancient danger. Is it fixable?
Nameless 27 Dec, 2023 @ 3:15pm 
Hi @Turnovus, there is no red or yellow error that I could associate with the title issue I mentioned below. However, there is something general that I have and that might be related: https://gist.github.com/HugsLibRecordKeeper/2785081f1c326af52d76c4f96c5229f0
I also see that merasmus here has a similar issue. @merasmus can you please share your log or at least mod list?
merasmus 5 Jun, 2023 @ 10:49am 
odd when i do the fallen noble start i don't have an empire rank? are you supposed to??
roko711 5 Apr, 2023 @ 3:41pm 
@turkler Oh, forgot about those
turkler 26 Mar, 2023 @ 4:06am 
@roko711 are you sure? I was able to get some high quality meals set up before day 1 even ended thanks to the empire rank. just called in some laborers to build me a bedroom and cook my meals. if anything it seems way too easy to me.
roko711 21 Mar, 2023 @ 5:35pm 
fallen noble is impossible because your royal won't be able to eat anything and starve to death, even if they find something they'll daze or berserk and kick an elephant and die
Nameless 4 Mar, 2023 @ 5:58am 
Thank you for your kind reply! Let me have a look at it again
Turnovus  [author] 4 Mar, 2023 @ 5:49am 
@Nameless
Everything seems to be working fine on my end. It could be the result of multiple conflicting mods, not necessarily Integrated Xenotypes. Please consider sending me a HugsLib log (see the pinned "Bug Reports" thread) and I will take a look at it, to see what I can figure out.
Nameless 4 Mar, 2023 @ 5:32am 
Hi @Turnovus, thank you for your wonderful mod! Can you please add compatibility with VFE - Empire? It seems to break Fallen Noble scenario in the way that no starting title is generated for the starting pawn and no psycast abilities are given.
Turnovus  [author] 17 Feb, 2023 @ 4:13am 
@Taranchuk
I could look into making a custom patch operation and tying it into a mod settings menu, to prevent them from being added to vanilla factions if the player would prefer not to have them.
Taranchuk 17 Feb, 2023 @ 4:09am 
Would it be possible to add a patch to prevent gaurankind xenotype from spawning when Vanilla Races Expanded - Phytokin is loaded? To prevent content duplication, when both of the mods are loaded
TurtleShroom 1 Jan, 2023 @ 7:21pm 
Seconded with Reyriz, there are Unshackled Dryads in Mods.
ReyRiz 23 Dec, 2022 @ 10:11pm 
Please try connecting your mod with Vanilla Ideology Expanded - Dryads, it adds mega dryads which don't need trees to live, maybe you could make dryad raids with this
reece107 23 Dec, 2022 @ 9:28pm 
I keep getting an error in my logs, something to do with the submissive gene. Just making a normal comment for now before one in the thread in case its something simple/easy to fix. "Exception while recalculating Turn_Thought_Genetic_SubmissiveWantsMaster thought state for pawn Greyoll: System.NullReferenceException: Object reference not set to an instance of an object"
These errors constantly show up, and only to Pawnmorphed pawns it would seem, so possibly an incompatibility there. Just started getting the same error for Less Attractive/High Standards too for some reason.
Meanie 30 Nov, 2022 @ 12:17pm 
Is it possible to make it so this new faction is always automatically enabled?
Turnovus  [author] 27 Nov, 2022 @ 3:13pm 
@fwoosh waaaaaaaaaaaaaaaaaaaaaaaa
Pawns with the gauranlen dependency gene should have their needs refill as long as they are within 15 tiles of a tree - no link or line-of-sight needed. If this is not the case, there may be an bug. Please see the pinned thread titled "Bug Reports" for details.
fwoosh waaaaaaaaaaaaaaaaaaaaaaaa 27 Nov, 2022 @ 11:18am 
ah actually it doesn't matter if they're adult or not, if they're not the one connected to the tree they get the -20 debuff even tho its in the home area and they could view it whenever they want
fwoosh waaaaaaaaaaaaaaaaaaaaaaaa 26 Nov, 2022 @ 2:23pm 
children gaurankind have a -20 debuff because they 'sorely miss the gauranlen tree', but they can't interact with it at all because they're not yet adults
big dino manz 24 Nov, 2022 @ 11:23am 
this should be base game ngl
shane_357 15 Nov, 2022 @ 9:52pm 
This feels like it would be really incompatible with stuff...
imdvees 15 Nov, 2022 @ 6:05pm 
wonderful mod
~zenith~ 15 Nov, 2022 @ 4:05pm 
I love this mod idea! I was a bit...meh at the lack of Royalty and Ideology integration. Like, sure, Yttakins get Animal Personhood as an automatic meme, so...ok.
But this mod really upped the worldbuilding for the game to me. I was genuinely surprised to not see, like, a "cannibalism gene" or an "anima (tree) xenotype" in the DLC. This really helps with that. :)

...Plus hearing the Gaurankind do their warbles whenever they are hurt is certainly an experience (though tbh I don't know when a voice gene activates besides damage)
CTH2004 15 Nov, 2022 @ 7:58am 
true enough. If you make other mods related to IG, you could make a collection for it!
Turnovus  [author] 15 Nov, 2022 @ 7:54am 
@CTH2004
This mod adds xenotypes to the vanilla factions. I figured some people would just want IG's new genes without old stuff being changed around.
CTH2004 15 Nov, 2022 @ 7:38am 
hey! Just out of curiousity, why is this not part of the base Integrated Genes mod?
FriendlyArchpriest 14 Nov, 2022 @ 2:48pm 
Finally, something to make my characters feel even superior to the plebs... the psycasts and fancy clothes weren't enough... great mod!
Karkino 14 Nov, 2022 @ 10:40am 
totally right @AugustTheTitan !! i love it! Sounds perfectly vanilla :captainsmooth:
AugustTheTitan 13 Nov, 2022 @ 5:04pm 
I love this lore! Very well written and fits perfectly in the niche!
WillBordy 13 Nov, 2022 @ 11:15am 
This mods looks quite amazing and complex.
I'm going to subscribe but most likely, I'm not going to use until my next colony, until there I hope any bugs or major issues are going to be fix,
Blooest 13 Nov, 2022 @ 10:06am 
If you wanted to integrate with another mod, the awakened dryads from VIE - Dryads might work a bit better as pets, since they're literally just animals. I haven't seen the awakened clawer dryad though, it might be just as slow.
Ravinglegend 13 Nov, 2022 @ 9:37am 
Could you make it so that pawns with guaranlen dependency like Guarankind start with a guaranlen seed as one of their starting items? Like how hussars and other xenotypes with psychite dependence spawn in with go-juice.
maqadamia 13 Nov, 2022 @ 3:24am 
this seems really well done bro nice job