RimWorld

RimWorld

Generate Double Xenotypes
22 Comments
Raidriar26 19 Jul @ 6:04pm 
any plans to update this to 1.6?
unme96 2 Dec, 2024 @ 4:35pm 
tardo instead of asking test as if you test you get info faster
Tardo The Ass-Monkey 30 Nov, 2024 @ 1:17am 
So, I know you said, "Should be extremely compatible, even with mods that change Hussars, Genies, and Highmates around." But just to make sure, this will work as intended while using VRE Highmantes, Genies, or Hussars, correct? I mostly ask because those greatly change the specific race, so I wanted to make sure.
SuperBoyOk 28 Oct, 2024 @ 10:52pm 
Hello, just a normal user, and wanted to add onto XenotypesPatch.xml so some of my modded Xenotypes could work, but I'm having a hard time making it work. Could you add some example code for modded Xenotype integration.
Yehoria 15 Aug, 2024 @ 2:52am 
@IPN hey, i'd like to add patches for more of the VRE's races and some kenshi xenotypes, but i think it's much better if i coauthor this mod, rather than make a new one, because people already have it. Could we consider that?
IPN  [author] 3 May, 2024 @ 7:32pm 
@SpaceSR Nope. This mod doesn't change where you find hussars, genies, or highmates.
SpaceSR 3 May, 2024 @ 2:36pm 
Does this mod by any chance also re-allows xenotypes to be added to baseliners? I've just found a highmate in a faction that should not have them. But it might be something acting strange with the vanilla expanded highmates.
IPN  [author] 15 Apr, 2024 @ 6:22am 
@Eclipse Extremely late response but yes, the game can randomly roll a genie with an underlying genotype, such as a waster, as part of character generation before the game. Unfortunately, it's random. If you keep rolling only genies, you can't consistently generate one that's a specific genotype underneath.

Changing this behavior would be a bit too heavy for the intent of this mod.
general.catallion 8 Jan, 2024 @ 12:22am 
there's another mod by the name of "venerated xenotype flexibilty" that does exactly as it says on the tin, give you the option to add flexibility to your venerated xenotype so not all colonists need to match it 1f1, so you could probably add the reverse functionality (probably as a mod option) and just recommend that other mod.
Eclipse 31 Jul, 2023 @ 12:57pm 
Does it allow to mix xenotypes in character editor?
Konqi Gaming 15 Feb, 2023 @ 3:58pm 
So i can NOT get a custom xenotype to generate as a genie?
Kokorocodon 6 Dec, 2022 @ 3:22am 
sorry, ribworld*
Kokorocodon 6 Dec, 2022 @ 3:22am 
I was reluctant at first, but It's rimworld... everything happens in riwworld.
Comrade_Atticus 5 Dec, 2022 @ 6:01pm 
Thank you!
IPN  [author] 5 Dec, 2022 @ 5:35pm 
@X~>Cinder<~X It should work with existing saves but will only affect newly generated xenotypes.
Comrade_Atticus 5 Dec, 2022 @ 10:45am 
Is this mod save game compatible?
IPN  [author] 30 Nov, 2022 @ 5:46pm 
Update to allow hussars and whatnot to spawn with a saurid germline xenotype.
IPN  [author] 30 Nov, 2022 @ 12:51pm 
@Serfis Unfortunately no, saurids won't work by default. I suspect it would be easy to add compatibility so I'll take a look at it today.
Ravinglegend 30 Nov, 2022 @ 9:51am 
@Serfis It doesn't look like it when I tested it. A patch is probably needed to add saurids and other modded germline xenotypes.
Serfis 30 Nov, 2022 @ 5:27am 
Does this patch other modded germline xenotypes too (saurids from VFE for example?)?
Kyria 30 Nov, 2022 @ 3:39am 
well yesno - as he says in the description: "Believe it or not, but sanguophages were already coded to behave this way."

so your example seems to have been in base game alrdy, but other combinations were turned off.
Aquila15 30 Nov, 2022 @ 3:07am 
Isn't this in the base game yet? I'm pretty sure I've seen an Impid sanguophage before since I remember It burning down my stockpile because a social fight.