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Based on my own testing in a decent rig, it doesn't affect performance just like most xenotype mods. Body Regeneration was Hediff reliant in previous version but now I shifted the mechanic to follow Biotech way of using a custom gene class to apply it as an attempt to optimize it.
In other words, it shouldn't lag out your game that much
They are! Also yeah, those previews and infographics will take a while to update.
@Saruman
Of course, releasing Starbound races as xenotypes has always been one of the main objectives of this mod series to begin with!
If you feel like it shouldn't stack one after another feel free to throw a feedback on the pinned discussion so I will address it within the major RimWorld + DLC integration update next!
It could be said that certain plantssss were very fond of certain fishesssss back in the day of a forgotten conflict, maybe once the plantss are grown enough in the Rim, it'll attract those fish's attention.
Their concepts art are there, had to tend to those plants first to make them getting used with the Rim meat diet
They require time to grow, maybe they will grow quickly around the summer?
(Novakids and Florans my beloved)
Say there's 9 wounds and 1 missing limb and the regeneration occur during that, 1 out of 10 outcome it will regen the missing limb instead of healing those wounds.
So, getting wounded resets their regeneration timer?
theres a modder who i believe is still active, their the person behind rimsenal!
BUT, before rimworld, they made two Starbound Race mods!
Pfff yea I'm also a Starbound fan as well, what else if you want to explore the Rim while on the surface if you want to get out of the planet you've crashlanded on.
But for some reason I can not draft nor undraft Novakin at the same time as other colonists. I must draft Novakin by themselves one by one individually.