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https://github.com/IPN-1/VanillaXenotypesImproved/blob/main/Summary%20of%20Changes
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.
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".
robust also making you immune to foodpoisoning gives it a bigger advantage because of the rawfood multiplier.
@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.
(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
use cherry picker
- 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.
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.
[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
<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.
@Dauntless1942 Thanks!
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.
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.
I'll update the mod description with a link to a documenting all the changes when I'm done with it.