RimWorld

RimWorld

More xenotypes and multicultural factions
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.
IPN  [author] 14 Apr, 2024 @ 5:03pm 
@masterpilotwash

This is a known issue and I don't know how to fix it without doing some sort of harmony patch (which I want to avoid to keep this mod super light with no dependencies). This will happen anytime you have furskin with no beard, and isn't an issue with this mod. It's been reported to the devs in the past but never wound up being fixed.

Luckily, it's just one notification once in a blue moon, so it's not disruptive. Still annoying, though.
masterpilotwash 30 Mar, 2024 @ 9:10pm 
I'm having an interesting problem with a male Gwennin colonist. He keeps wanting to change his appearance because he's unsatisfied with the fact that he has no beard, but yet he CAN'T have a beard because Gwennin have the Beardless gene, so he just continuously requests look changes periodically.
IPN  [author] 21 Mar, 2024 @ 5:43pm 
@Micah They should start appearing for factions that were directly modified - for example, the Empire. However, since the new factions I added are entirely distinct from the old ones, existing non-Empire factions won't have the new xenotypes.

I haven't tested this extensively on saves where the mod is added in mid-way, but overall you shouldn't see that many of the new xenotypes.
Micah 16 Mar, 2024 @ 7:25am 
If this is added to an existing save, will the new xenotypes start showing up, or do I need a new save that adds the new factions (would be nice if the workshop description indicated this). Also, if I remove it, will my save break?
IPN  [author] 11 May, 2023 @ 12:13am 
@roko711 - Thanks, I'll look into it
roko711 5 May, 2023 @ 7:41pm 
Problem with the cultures of multicultural union, both rough and civil
I encounter them being sophian and astropolitan and them being sophian changes all of their people to have sophian names. I think it should only be Rustican
Pythias 11 Mar, 2023 @ 10:33am 
Thanks! This is a good mod to mix with the Xenotype Spawn mod. Cheers!
Menelert 10 Dec, 2022 @ 3:25am 
Ooh, didn't know that existed, thanks a lot!
IPN  [author] 9 Dec, 2022 @ 8:24pm 
@Menelert I didn't upload a separate mod for that or made an options menu to do it because if you just want to modify faction spawn rates, you're probably better off using Xenotype Spawn Control instead.
Menelert 9 Dec, 2022 @ 4:23pm 
Is it possible to disable the new xenotypes, but leave the multicultural factions?
IPN  [author] 1 Dec, 2022 @ 3:27pm 
@PremierVader That was the point :^) The super soldier niche is already filled by hussars, and nizai are meant to allow really specializing in melee without requiring investing in a bloodfeeder. I guess I could have named the nizai reapers but I preferred the switch-up.
PremierVader 1 Dec, 2022 @ 1:43pm 
Man when I read Reapers I thought they would be like this super-soldier race with a unique buff/debuff not non-violent pawns lol
[The] Force 1 Dec, 2022 @ 1:08pm 
Honestly agree with Otter (because you otter believe in otters, the beautiful water dogs)
While this is handy for the gene grabbing, it's also just fun to see the diversity of cultures and genes being made. More stories!
The Rabid Otter 25 Nov, 2022 @ 7:28am 
I'm downloading this mainly for the multicultural groupings, but look forward to trying out the six new gene lines. Thank you!