RimWorld

RimWorld

Xenotype Xenogerms
20 Comments
SgtDornan7 15 Jul @ 7:33am 
crashes my game on 1.6
†Archangel† 19 Jun @ 10:54pm 
Why this mod is so аналоговнет? There's a lot of mods with races, like a really lot of them. And no one thought about preferred xenotypes?
Choosechee 18 Jun, 2024 @ 8:06am 
:(
Jetroid 17 Jun, 2024 @ 5:01am 
For anyone hoping to be able to install this on 1.5, I found that this caused my game to boot to a black screen. An update for 1.5 is needed.
Choosechee 7 Jun, 2024 @ 2:03pm 
Does anyone know if this still works in 1.5, or if there's another mod for 1.5 that does the same thing?
CrazyOatmeal 11 Apr, 2024 @ 4:05pm 
Will this be updated?
Dima 🥔 14 Mar, 2024 @ 12:06am 
Is it intended that germline xenotype xenogerm (like one for dirtmole xenotype) does not override already present genes (like for waster), but instead adds to them? I've got strange waster-dirtmole chimera
Minoxidilson Dutasterido 5 Feb, 2024 @ 8:54am 
how to find them xenogerms 🤔
Admiralthrawnbar 25 Jan, 2024 @ 5:36pm 
Is there a reason they can't be applied through surgery like normal xenogerms?
Gegegeb  [author] 14 Jan, 2024 @ 7:54pm 
@Yolsos, xenotypes can be either inheritable or uninheritable. Inheritable xenotypes will be implanted into germline genes, and uninheritable xenotypes will be implanted into xenogenes.
Yolsos 14 Jan, 2024 @ 12:26pm 
When i use the xenotypes from this mod i implants the genes into the germline side of the colonist, is this intended behavior?
TurtleShroom 1 Jan, 2024 @ 5:28pm 
Be careful about adding this Mod alongside the WVC Mod, which also adds Xenotype Xeno-Germs. Running them together causes your game to lag like heck in the loading process.
Vollgas 27 Dec, 2023 @ 12:32pm 
I've been looking for this for a long while. Managing an impid tribe will finally not be a massive pain in the ass!
SOGGY DOGGY 21 Oct, 2023 @ 11:39pm 
This mod has a very interesting feature, which I'm not sure is intended or not but I think I actually like better. Essentially, implanting one of these xenogerms replaces endogenes instead of xenogenes. This allows you to combine xenos that are normally not possible, like hussar and genie.
Gegegeb  [author] 12 Jul, 2023 @ 1:09pm 
@Paladin Dog, most likely, no. Custom xenotypes function a lot differently from normal and modded ones. It would just be easier to convert custom xenotypes to modded ones. Though I might look into this in the future.
@Kytheron, yes. If you want to patch the recipes through XML you need to use the xenogerm's DefName to add it to the product list, just like with any other item. In this mod, DefNames are constructed like this: Xenogerm_[XenotypeDefName]. So, for example, the DefName for genie xenogerm would be Xenogerm_Genie.
Kytheron 12 Jul, 2023 @ 8:32am 
Awesome mod! Is it possible to somehow make it so that the pawns themselves can produce these xenogerms on, for example, workbenches? Question from the modder's point of view.
Make-A-Wish 11 Jul, 2023 @ 9:05pm 
Absolutely sick, is there any intention to make custom xenotypes available for purchase from traders?
The Blind One 10 Jul, 2023 @ 9:18pm 
Awesome mod
Inventor Raccoon 9 Jul, 2023 @ 7:54am 
ooo, was just thinking that it'd be nice to be able to buy pre-made xenogerms, very nice mod!