RimWorld

RimWorld

Vanilla Xenotypes Improved
69 Comments
Chunky 11 hours ago 
Came here to say that a single neanderthal with the tough trait almost soloed my whole colony. Man had almost forty wounds on him before he was downed.
B_mod 24 Jul @ 12:58am 
Mod looks great, but given how often my colonies are wiped by neanderthal raids I think installing it would make the game unwinnable for me lol
Hades the King 23 Jul @ 11:25pm 
in the list of xenotype changes you provided in the description, it says you added super strong as one of the changes. it also says you added terrible melee to imps. i think you just used the wrong name for terrible melee as the one listed on rimworlds wiki for genes is called weak melee. that or you didnt list terrible melee as a new gene in your link. As for super strong i also couldnt find it in the wiki or your link of new genes added

https://github.com/IPN-1/VanillaXenotypesImproved/blob/main/Summary%20of%20Changes
IPN  [author] 23 Jul @ 6:59pm 
@Hades the King What is the name of the "super strong gene" that you're referring to?
Hades the King 23 Jul @ 5:36am 
what does the super strong gene do on the pigskins? I cant find anything about it anywhere. Also how much does terrible melee decrease an imps melee by
Hades the King 23 Jul @ 5:01am 
nvmd just found the list
Hades the King 23 Jul @ 4:18am 
Where can i find all the changes to the vanilla races/xenotypes? pls and thank you
Raul Moreau 17 Jul @ 5:47am 
@IPN Okay. I just prefer to implement translations into mod. It's more user friendly and allow you use less mods (literally 1 instead of 2 :D). But if you disagree, I'll try to upload my translation standalone
IPN  [author] 16 Jul @ 11:18pm 
@Raul Moreau Hi Raul! You can upload the translation on steam workshop as your own mod so long as it only includes the localization files and lists my mod as a dependency. You can reuse my title picture as well (the one that says Vanilla Xenotypes Improved) as long as the picture indicates that it's a translation.
Raul Moreau 15 Jul @ 10:44pm 
Hello again! :D I made Russian localization for your mod. Where can I send it?
Raul Moreau 30 Jun @ 3:46am 
@IPN Okay. I'm not a coder, but will try. Thanks for attention!
IPN  [author] 30 Jun @ 3:20am 
@Raul Moreau I'm afraid that's one mod I won't make a patch for as it's not available on steam for me to test. Feel free to make your own patch for RJW. A simple xml patch should be sufficient. You can also use cherrypicker to remove the insatiable gene.
Raul Moreau 30 Jun @ 1:14am 
Hello! Thank you for great job! Can you please make a patch for RJW? I mean that charming gene causes a lovin' need, but it seems more logic if this gene going to add a sex need from RJW if it is enable.
IPN  [author] 28 Jun @ 5:10pm 
@Piss Guy and @Rancher of Slimes - Dynamic enabling/disabling of xml features is only very poorly supported by the game. I've seen the way VE does it and it requires a full restart of the game. It's way too heavy-handed of an approach for what's supposed to be a lightweight mod, and it's really not very modular.

I recommend cherrypicker instead. Otherwise, feel free to upload your own mod that rebalances mine. You should be able to patch add or remove whatever you want.
Rancher of Slimes 19 Jun @ 5:38pm 
I agree with Piss guy. An option to disable certain balance changes would be a benefit if we want to change some xenotypes, but keep others the same.
Piss guy 13 Jun @ 6:31pm 
Suggestion: add options in the mod options to disable certain vanilla xenotype balance changes. I prefer sanguophages with mild UV sensitivity
o.s.c.y.p. 19 May @ 9:25am 
Love this mod! Love the new xenotypes, genes and factions. Nerve stapling helped me engineer the perfect dumb laborer and soldier.

I'd have two suggestions though:
1. human fur is superior to human leather (better sharp armor, temperature insulation and beauty), and is presumably rarer in-universe (furskinned humans being a minority), yet it is worth less than human leather ($4.00 vs $4.20). I'd buff its price to e.g. $4.50.
2. I think "polyethnic" or "multiracial" would make more sense than "multicultural" for the xenotype-diverse faction name. Granted, xenotypes are not races, and they're very different things from ethinicity, but the connection between these concept is somewhat less tenuous than between "xenotype" and "culture".
Rat Catcher 29 Mar @ 5:09pm 
hey, can you add a Major Cell Stability gene to mirror the Major Instability one? I mostly want it for the even bigger lifespan increase, if its not asking much
mrckz8 6 Mar @ 5:57am 
Hi, after i enable the mod the nephilim xenotype (other mod) doesn't appear in my game. Is there a issue?
Schadock [The Angeloids] 12 Jan @ 2:49am 
is it possible for robust digestion to take priority over strong stomach when having both? (for preexisting xenotypes)
robust also making you immune to foodpoisoning gives it a bigger advantage because of the rawfood multiplier.
Dog_Guarada 4 Nov, 2024 @ 7:00am 
i see, thanks for responding
IPN  [author] 3 Nov, 2024 @ 5:09pm 
Hey everyone. Had a chaotic few months, but I should be back to address some of the xml patching compatibility soon.

@Dog_Guarada I cannot replicate your issue but I will keep looking into it. According to the log you posted, you have several errors for multiple mods going on, which is not unexpected with a 300+ mod list. Maybe the unofficial rimworld discord server can help you figure out what the problem is.
Dog_Guarada 23 Oct, 2024 @ 9:34am 
There is a problem with the mod, that i am not sure if it's only for me due to my current modlist, but it makes so that all factions only have one single settlement in the world
(from what i saw briefly before it has something to do with the Phytokin from VE, but ofc i am not a modder so i ain't sure)

logs: https://gist.github.com/HugsLibRecordKeeper/d4c51a593ca57f5bdfcf9aaaade4d8d4
NuanKi 18 Sep, 2024 @ 1:34am 
@k147
use cherry picker
K147 17 Sep, 2024 @ 3:06pm 
Hi, would you be open to adding settings to disable or enable some parts of this mod? I would like to use the rebalanced genes, mixed-gene factions, and custom xenotypes, but don't want double xenotypes.
femoral2 14 Sep, 2024 @ 4:32am 
Thanks for improving the vanilla xenotypes mechanics
MercuryRiver 17 Aug, 2024 @ 9:42am 
Would you consider having your stomach combination gene be separate rather than modify robust? With this change, I no longer have any way to make predators able to eat raw meat without also giving them access to eating rotten meat which is just too much.
Tesla 11 Aug, 2024 @ 8:59pm 
Is there a russian translation of this mod somewhere?
AJarOfDirt 5 Aug, 2024 @ 6:14pm 
@IPN Can you add a check when patching the Ageless gene for if there is already exclusionTags? Using this with the Big and Small framework causes an error since they add an exclusionTag and then when this mod adds one it adds another exclusionTag section instead of adding to the existing one.
Dr Jimothy 29 Jul, 2024 @ 5:18am 
You can absolutely make a cave-only playthrough:
- Biomes! Caverns
- CaveBiome (Continued)
- CaveWorld Flora (Continued)
- Geological Landforms
- And then get silly with ReGrowth: Expanded World Generation to turn the whole world into a giant network of caves. Say the surface is irradiated from a war or something.
- If so inclined, use Xenotype Exporter and Xenotype Spawn Control to make the under-dark home to some other things for variety. Shroom-themed phytokins using Fungoid genes, perhaps?

I'd also recommend Vanilla Plants Expanded - Mushrooms, and using Tweaks Galore to enable growable mushrooms.
Rat Catcher 28 Jul, 2024 @ 11:34am 
@Dr Jimothy see this guy gets it. That said, the reason they have Mild instead of Severe is probably because they already have slow runner, so the modder disliked the double slowdown. But again, they are genetically engineered by mining corporations to live in Darkworlds, to mine and carve underground only. The fact that you can't make a Cave-only playthrough is a separate issue
Dr Jimothy 27 Jul, 2024 @ 4:15am 
@Rat Catcher
I agree. The dirtmole changes feel contradictory to dirtmole lore, too. They were made to *survive* underground, form whole societies, not simply extract resources, so extra mining yield feels off.
Mild UV sensitivity feels off cos, well, they're meant to live DEEP underground their whole lives, not pop into the mine a couple hours each day before going home to some above-ground house. Fast wound healing is good for places that are prone to collapse, or megaspiders, or where melee combat is the norm, or where getting scrapes in the dark is common.

All that said; Xenotype Exporter Tool. It's an absolute godsend of a mod. Like 99% of a xenotype mod, but dislike that one little thing? You can just change it, easy as that. Plus you can make your own xenotypes that get recognised as modded rather than custom by the game. It's awesome.
Rat Catcher 21 Jul, 2024 @ 8:30am 
maybe make the Stone Sense give a bigger bonus? like +15% or +20%? Losing Fast Healing for High Mining Yield Precept doesn't feel fair
MrPablo11 13 Jul, 2024 @ 3:50pm 
Error vith VRE Phytokin.

[Vanilla Xenotypes Improved - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/GeneDef[defName="VRE_AnimaAffinity"]/biostatMet"): Failed to find a node with the given xpath

Could not resolve cross-reference: No RimWorld.XenotypeDef named VRE_Animakin found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance
alonlystalker 7 Jul, 2024 @ 7:18am 
have error with your mod and wvc xenogenes, can you please add mark that your mod must be loaded before it? or just change something in
<li Class="PatchOperationAdd">
<xpath>Defs/GeneDef[defName="Ageless"]</xpath>
<value>
<exclusionTags>
<li>Pawn_Aging</li>
</exclusionTags>
</value>
</li>
seems like wvc xenogane patch this too but in different way so it doesnt patch this line if it is already patched.
IPN  [author] 23 Jun, 2024 @ 8:50pm 
@PlinkPinko I'll consider it. The pigskins seem to have taken up explosives because their poor eyesight doesn't make them worse at using them. This is actually mechanically true too, as some weapons (including explosives) are not affected by eyesight.

@Dauntless1942 Thanks!
Dauntless1942 22 Jun, 2024 @ 7:26pm 
I like this mod
PinkPlinko 19 Jun, 2024 @ 4:03pm 
Would it be fitting for Pigskins to have some kind of Explosive Resistance? It's either their Xenotype description, or their Faction description that mentions them having an affinity for explosives, taken from the wiki page, "trotter-shaped hands that make it more difficult to manipulate tools and objects and their nearsightedness results in their preference for close-range - or explosive - weaponry."
IPN  [author] 14 Jun, 2024 @ 11:19am 
[2/2] I don't change the genes for VRE races, and will instead remove some redundant genes (that I added) from being displayed. I also tweak some VRE gene metabolisms to keep xenotypes in line with the original version from the mod. Vanilla xenotypes may see some mixing of genes that I've added and genes that VRE added, but in general I try to make sure you're getting the VRE version of that xenotype since that's why people would install it in the first place.

If you are concerned about specific mods being redundant with this one, it helps if you tell me what mod you're referring to so I can look at it.
IPN  [author] 14 Jun, 2024 @ 11:18am 
@alonlystalker [1/2] Sexuality genes add or suppress traits. When I checked this mod with Way Better Romance, it seemed to function just fine. But it's not like I did a deep dive into it. The asexual gene, for example, always adds the aromantic asexual trait. I think I may need to go back and make sure the heterosexual gene works properly.

If you just want to remove the sexuality genes, then I suggest cherry picker.

There are no hard incompatibilities with my mod and any xenotype mod, even unpatched. There's only soft incompatibilities due to changes in metabolism, redundancy, and sorting of genes in the menu.
alonlystalker 14 Jun, 2024 @ 2:24am 
how exactly this compatible with VRE mods? did it change genes in this races? also, is there a way to disable sexuality genes? there are mods that already have something like this and i think they'll conflict (dont know exactly how its works if pawn have homosexual gene and straight trait from way better romance at the same time)
IPN  [author] 13 Jun, 2024 @ 10:29pm 
@Syrup Orwell popularized the term, so in that sense it's a reference. But the word's been around a lot longer than from when 1984 was published.
Syrup 13 Jun, 2024 @ 3:29pm 
Is the prole name a reference to 1984?
Oddbase 11 Jun, 2024 @ 1:28pm 
ah my apologies for the misunderstanding!
IPN  [author] 11 Jun, 2024 @ 1:24pm 
@Oddbase It's clearly stated in the compatibility section that all of the Vanilla Races Expanded mods were checked for compatibility and have patches included if they were needed. Pigskins was one of those. Just make sure my mod is loaded after it.
Oddbase 11 Jun, 2024 @ 12:09pm 
doesnt your mod modify existing xenotypes? wouldnt that make it incompatible with pigskins expanded?
Brawler 11 Jun, 2024 @ 11:39am 
Thank you!
IPN  [author] 11 Jun, 2024 @ 1:15am 
@Brawler All the existing gene changes are done in XML, which unfortunately means it's difficult to make purely modular. I'm in the process of documenting all of the changes to be seen more easily, but you can view them yourself in [mod folder]\1.5\Patches\VanillaGeneStatPatches.

I'll update the mod description with a link to a documenting all the changes when I'm done with it.
IPN  [author] 11 Jun, 2024 @ 1:08am 
@Oddbase It should already be compatible. Are you encountering an error?
Brawler 11 Jun, 2024 @ 1:08am 
Is there a way to see/disable the balance changes to existing genes?