RimWorld

RimWorld

Varied Tribes
11 Comments
Ravinglegend  [author] 22 May @ 3:17pm 
@VitaKaninen Haven't gotten around to it yet. In the mean time you can edit the numbers easily by opening the xml file in notepad.
VitaKaninen 22 May @ 3:07pm 
Any luck making a settings menu? I really like the idea of this mod, but I think I would want to make a few adjustments.
Ravinglegend  [author] 14 May @ 3:02pm 
@Reed_33 I don't speak russian and using google translate didn't make it any more clear. I'm sorry. I don't intend to add any new factions for this mod. I would suggest taking apart Vanilla Xenotypes Improved and learning how to make a custom faction from that which does what you are looking for.
Reed_33 14 May @ 2:34pm 
может перевод гугла мешает, я имел в виду создать племя которое состоит по циферкам вероятности появления какого либо ТИПА\ксено-тип которые используют всё что уже есть в римворлде а не меняет как то ксенотипо, но уровень технологического развития чтоб у фракции был на этапе племя а цифры спавна кого либо гено типа использовать как ксено пиратов (пираты просто индустриального этапа развития и мне это капельку мешает для идеи прохождения или выживания на средневековье)
Ravinglegend  [author] 14 May @ 2:03pm 
@Reed_33 That's a feature in Vanilla Xenotypes Improved. It adds in new tribes with xenotype variety. This mod only changes the existing tribes.
Reed_33 14 May @ 1:48pm 
Hello, can you make a faction called "xenohuman tribe" and take the xenogene numbers into the xenohuman pirates?
Ravinglegend  [author] 11 May @ 3:10pm 
@True_Gritt I'm gonna see if I can't make a settings menu with XML extensions.
True_Gritt 11 May @ 9:12am 
Is it possible to edit those percentages through mod settings? I'd like to see non-baseliner xenotypes in tribes . . . but not at a 55% rate!
VitaKaninen 9 May @ 4:27pm 
Thanks!
Ravinglegend  [author] 9 May @ 3:01pm 
@VitaKaninen I've added percentages to the description.
VitaKaninen 9 May @ 8:54am 
Which genes are added to which tribes?