RimWorld

RimWorld

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WVC - Xenotypes and Genes
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
23.389 MB
10 Nov, 2022 @ 4:24pm
17 Jul @ 10:37pm
177 Change Notes ( view )
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WVC - Xenotypes and Genes

Description
Xenotypes and Genes
The mod adds over 400+ new genes, as well as several xenotypes. Some have little impact on the game, some big. Almost all genes can be found in genepacks.

Genes wiki (WIP)[github.com] and xenotypes wiki.[github.com]

More detailed information about the mod can be found on its GitHub page. Mod Wiki (WIP)[github.com]

If you want to ask a long, detailed question or share your opinion about the current version of the mod, use this discussion.

Any questions about mod dependencies are ignored. Use not abandoned mod managers. I'm tired of explaining that RimPy is abandoned.

Recommendations
- Vanilla Expanded Framework - Some small features require VEF, but VEF is not required for the mod to work.
- Work Modes - Golems are designed for tactical use, using multiple groups. This mod will make managing groups easier.
- Alpha Genes - More and more genes!
- True Xenotypes (GitHub)[github.com] - For a better experience, instead of using custom xenotypes, convert them into full ones. The mod is only available on github and is experimental, please keep that in mind.

Translations
日本語翻訳 - by Lucifel
Русский - by pashka

Incompatibility
- Performance Fish - The mod has no conflicts with performance fish, but since fish patches GeneTicker, this can lead to delays in tickers of some genes. If you notice that genes are triggered later than expected, it is recommended to disable the GeneTrackerTick patch and restart the game.
- [FSF] Complex Jobs (1.4) - Additional compatibility patches for golems are required. Otherwise there shouldn't be any problems.
- RimPy - The RimPy database is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use the rimpy database from steam or use non-abandoned mod managers. Any comments regarding the rimpy database will be ignored. I'm tired of explaining that rimpy is abandoned.
- Combat Extended - Req compatibility patches. Patch by ASnamed.
- Auto-repair On - There have been complaints that this mod breaks some mechanics related to mechanoids. Use Work Modes mod instead, it doesn't break vanilla comps and can do the same thing.
- Too Many Mods - I have been repeatedly complained that this mod breaks some content from my mod. Since this mod changes the intended balance of my mod, some elements start to work incorrectly. It also creates a discrepancy with the wiki of my mod. Before reporting a problem, please make sure it exists without this mod.
- Any graphic mods. - Detailed bodies, animated eyes, additional visual details, etc. Anything that implies non-vanilla graphics is not compatible. For compatibility, use the graphics disable options of the mod in the settings.

FAQ
Q: Can "thing_name" be a separate mod?
A: No, I will not separate anything into separate mods.

Q: Is it possible to disable graphics?
A: Yes. In the settings. New game only!

Q: How to find/get "thing_name"?
A: First, take a look at the mod wiki, especially the gene section.[github.com] If you don't find the answer to your question on the wiki, ask. The answer to the question will most likely be added to the wiki.

Q: I don't like "anything_name", can I turn it off?
A: Yes. Use Cherry Picker.

Q: CE support?
A: No idea. Try patch from ASnamed.

Q: Is it safe to add/remove in the mid-game?
A: Add - yes. Remove - no.

Q: RimPy says...
A: RimPy is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use non-abandoned mod managers. Any comments regarding the rimpy will be ignored. I'm tired of explaining that rimpy is abandoned.

Q: Can I suggest something new?
A: Yes. Please use the pinned discussion.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. Please note that all bug reports outside the pinned discussion and without a log will be deleted/ignored!

Other
Link to other mods made by me.
GitHub[github.com]
Mod Wiki (WIP)[github.com]

Don't forget to read the FAQ and changelog after updates. There is a good chance that the answer to your question may be there.
Popular Discussions View All (3)
224
17 Jul @ 4:04am
PINNED: Suggestions
Sergkart
3
11 Mar @ 11:46am
PINNED: Feedback and Discussion
Sergkart
185
12 Jul @ 3:29am
PINNED: Bug Reports
Sergkart
1,064 Comments
Syilumi lunari 1 hour ago 
oh glad i caught it then, also the overrider is a really cool concept being able to sorta switch on the fly to situations, really fun for solo pawn runs!
Sergkart  [author] 1 hour ago 
@Syilumi lunari
Nope, just missed it
Syilumi lunari 1 hour ago 
overrided adaptation doesn't protect from space! is this intended?
TheLastThrumbo 4 hours ago 
you crazy son of a gun... you actually did it! Thank you for adding the germharvest gene! Thank you!!
QuarianRex 17 Jul @ 4:51pm 
Trying to use Gene Ripper on a prisoner and keep getting 'Inappropriate Target'. Any idea what might be the limiting factor?
Sergkart  [author] 17 Jul @ 1:51pm 
@Qoazi
This is not a bug or incompatibility, these genes should not work with mutants. For one reason or another, they are blacklisted for the mutants you listed. I have no idea what mutants are in the mod you named, but if they are not using vanilla human thinkTree, they should not be supported by these genes.
Qoazi 17 Jul @ 1:39pm 
I've ran into a minor incompability, Archite Psylink and Chimera, and Chimera's child genes, Stop working, as if they're being overriden, when you become a mutant like a Ghoul, Shambler etc.

There's then a mod called One With Death that eventually turns you into a 'Lich', which happens to be a mutant state, and hence disables the above mentioned genes.. Rather saddening, but nothing gamebreaking.
Titan 17 Jul @ 9:55am 
I'm just saying the Militors specifically are too easy to have everyone with a voidlink spawn 7-10 of and not have to deal with anything combat wise. You get enough of them and they do a frankly silly amount of damage.
Sergkart  [author] 17 Jul @ 9:26am 
@Titan
This is a bit problematic, as the cost of the mechs is calculated automatically, relative to the health, class and purpose. But okay, I'll think about it.

Also note that in the settings you can increase the overall cost multiplier or decrease it.
Titan 17 Jul @ 9:06am 
Having them cost 3 is just a bit too cheap when you're able to get like 20 voidsense, especially when the Noicosphere summoning thing appears to be on a per-colonist basis rather than how many mechanoids you have summoned overall.