RimWorld

RimWorld

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[LTS]Xenotech
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Mod, 1.4, 1.5
File Size
Posted
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5.053 MB
21 Oct, 2022 @ 3:35am
16 Sep @ 7:59am
10 Change Notes ( view )
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[LTS]Xenotech

Description




[ko-fi.com]

Xenotech brings more genes, factions and xenotypes for the Biotech dlc. These xenos have their own custom namer for pawns, settlements and their factions. Genes included with Xenotech are regeneration, voices, tails, milkable, gender, wings, ears, tusks and more. Have fun creating your own xenos.


Factions are not pre-placed in your list so you don't have to worry about these factions. It's quite easy however to add them should you want to while generating a new world.

We also have a custom namer for settlement, names and new factions!

Some of the xenotypes are integrated in vanilla factions, so you might rarely see one or two pop up every now and then in events and/or caravans.

Xeno races:
| Nyankind | Growler | Elfin | Ork | Lilime | Anthrae | Faun | Hydragons | Mucorins |




















Q: How can I report bugs or ask for help?
A: Comment down below, or report it over at our discord, make sure to include your player log files if any.

Q: Add factions? Why can't I see them?
A: When you generate a world, you can easily select what factions you want and don't want. All of mine are not included in the startup line as to not cause inconvenience for players who don't want some or all of the factions I created. You can manually add those you'd like to see though.


[discord.com]


Many thanks to the folks over at Yggdrasil and my friends over discord for their support!

Made by LTS, Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


  • None at this moment
  • But I'd love your thoughts and suggestions for improvements!
258 Comments
Quantum Projects 20 Oct @ 6:29pm 
Hi! I'm getting some strange log entries that might be related to your mod (can't really tell):

https://pastecode.io/s/xgteyqnr

The relevant lines are 938-987.
LimeTreeSnake  [author] 9 Oct @ 8:23am 
I think I did that for the Mucorins, but sounds legit Apadilla, will consider this.
apadilla124us 9 Oct @ 8:21am 
can you remove/change the got wet negative thought for hydragons when they are caught in the rain, if anything it should be changed to a positive for them.
Melon 4 Oct @ 11:30pm 
Limb neogenesis on a crushed eye just turns it into a crushed eye that is now bleeding.
LimeTreeSnake  [author] 21 Sep @ 3:44pm 
Hmm, have not done any changes to 1.4 (I figure that is what you mean) for base generation, so I am sure there is some mod that alters faction base spawning rules somehow.
Kateye 21 Sep @ 3:12pm 
When I add the nyankind or growlers faction, all factions only have a single base. I'm on 1.14. I have factions added by Vanilla Factions Expanded and Alpha Genes that work fine, it's only nyankind and growlers. It worked fine last week, any idea what might have happened?
LimeTreeSnake  [author] 16 Sep @ 8:01am 
- Added moth wings
- Added Snake tongue
- Added Slit eyes
- Added a new Xenotype Nexarii using some of the new genes.
- Mucorins and Hydragons use the Lagua language in LTS Systems for naming.
- Nyankind and Growlers now use the Wild language in LTS Systems for naming. (It's just renamed and some minor adjustments)
- Updated race and faction descriptions.
- Moth antenna use hair colour.
- Slightly lowered size of Moth Antenna
- Factions included in this mod are now "grouped" together when adding factions in the list on world generation. That is instead of being with their vanilla counterparts.
Davi 8 Sep @ 7:41am 
ah good to know thanks. Love the different races in my fantasy medieval play, would love to see small and sturdy duegar (dwarfs) and maybe trollkin who have very high hp and regeneration and are larger than others.
LimeTreeSnake  [author] 7 Sep @ 12:02am 
If you have a mod that removes all factions of a higher tier, then it's what'll happen :D You can ofc change like that and that makes those factions tribals. It's not what I intended ofc but it wont break anything for you.
Davi 6 Sep @ 5:32pm 
I changed all of the factions faction def to <FactionDef ParentName="TribeBase"> and they all appear now. I dunno if that will break something though. Maybe you can come up with a better alternative.