RimWorld

RimWorld

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More Biotech Style Xenotypes
   
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Mod, 1.4, 1.5
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825.295 KB
18 May, 2023 @ 11:01am
15 Mar @ 12:11pm
10 Change Notes ( view )
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More Biotech Style Xenotypes

In 2 collections by alite
More Biotech Style Genes
27 items
Alite's Gene Mods
11 items
Description
This mod adds a bunch of xenotypes that use the base genes provided by Biotech.

Due to the number of genes Biotech makes available for use, there is a theoretically infinite number of xenotypes you can make. Unfortunately, Biotech only gives us 11 Xenotypes in the world by default, including the one that doesn't even use genes. This mod aims to help with that some by adding xenotypes that will live amongst all of the other xenos. They don't have complex backstories, but they will increase the variety you see in the world.

This mod will NOT implement any new factions, but instead increase the variety of xenotypes in existing factions. This will, in theory, make it easier to find the new xenotypes because there won't be an increase in the number of factions on the map, thus making it more likely for the ones that do exist to visit you with the new xenotypes in tow. I also decreased the chances for factions to have baseliners. For example, the outlander faction pawns normally had a 85% of being a baseliner, but with this mod it's 30%. Tribes have a 50% for baseliners, while the normal value was 100%, for a reason I'm still not completely clear on. Regardless of how unixenotypial they were before, there's been other xenotypes dropping in left and right for a while now, so you'd think there'd be at least a little variety. I digress.


Xenotypes currently added by this mod - WARNING I'm bad at naming things. I either find a random name generator, or go with something insultingly obvious. I did both this time.

Damphir - Bioengineered sanguophages with fewer limitations
Viperal - Short-lived assassins incapable of reproducing
Artifexian - Evolved monkeys that love making new things and sleeping
Felionkin - Lazy human-cat hybrids with a strong desire to kill things
Canuskin - Human-dog hybrids that enjoy digging and fighting
Toxinborn - Peaceful Waster offshoots with a penchant for farming
Reavers - Psychically sensitive warriors that make Hussar seem reasonable
Harmonites - Archite-infused psychics that excel at mental tasks
Battleborne - Unresting warriors that also do well with intellectual tasks, and very poorly with drug abstinence
Oni - Red desert warriors who just want to watch the world burn


There's also 3 new Xentoypes based on the genes from More Biotech Style Genes. If you don't have any mod from that series installed then the xenotypes will not appear. If you only have certain individual mods installed, then the xenotypes will only appear if you have More Aptitude Genes in addition to the specific other mods that individual xenotypes require. The list of MBSG based xenotypes may increase if I have new ideas I want to implement. These xenotypes have characteristics that make it impossible to implement them directly into factions, but they should still be findable through other means.

The xenotype additional requirements
Celestial - More Cell Stability Genes and More Psychic Sensitivity Genes
Phoenix - Climate Preference Genes and More Fire Resistance Genes
Yeti - Climate Preference Genes


Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]

While they are not required, I did implement the genes from my Fertility Genes and Lovin' Genes mods. I did not list them as requirements because this mod was made to provide xenotypes that don't force you to deal with more genes, but were included in this mod because I'm too lazy to make compatability mods for this. Having neither, one, or both of those mods should not impact your game negatively.

If you find any bugs or there are more types of xenotypes you'd like to see, let me know. If there's a gene mod that you'd like to see something similar for, I might be able to make a mod for that, depending on how my work schedule looks.
11 Comments
5150 23 May @ 3:50pm 
The stories and settings written using the genetic background and settings of vanilla are interesting.
WaKKO151 7 May @ 2:33pm 
I like the idea of having a merged pack of all these but I also think you have a sense of balance when it comes to making xenos that it would be interesting to have some xenotypes that only spawn IF you have other gene packs included. Anyone else feel like they should have a mod that redoes the gene UI to allow for easier viewing? I feel like it runs out of space after awhile. Great mod. Thanks for the upload.
TheSevenSins 11 Aug, 2023 @ 8:12pm 
Fair enough. Hope you find inspiration for more! :D
alite  [author] 11 Aug, 2023 @ 2:48pm 
While the idea is interesting, I want to avoid using genes from other people's mods for now. I figure the mod authors can handle their xenotypes for now, and if I get bored in the future then I can look into adding more xenotypes using other gene mods.
TheSevenSins 11 Aug, 2023 @ 1:52pm 
If you are interested, I suggest trying to make races based on the alpha gene mod. They are very good at giving ideas for wild mechanic changing races. Cyborgs who eat metal instead of food? Ratkins who summon and barf rats? crab people? Want your phoenix to fear water? These are a few of my creations :3
alite  [author] 11 Aug, 2023 @ 10:50am 
Added 3 xenotypes that use genes from my More Biotech Style Genes series. Unfortunately, my creativity for this update took a nose-dive, and I could think of anything interesting to add beyond those 3.
alite  [author] 7 Jun, 2023 @ 1:40pm 
Your wish is granted. I also spaced them out a little better because whoever took that screenshot yesterday clearly wasn't thinking clearly.
TheSevenSins 6 Jun, 2023 @ 12:08pm 
tiny nitpick: namming the colonists after their xenotype so we know exactly which is which would be ever better, but this s still very good :3
TheSevenSins 6 Jun, 2023 @ 12:05pm 
thank you very much! :D
alite  [author] 6 Jun, 2023 @ 5:33am 
The me from half a month ago apparently needed a nap, because that makes more sense than whatever I did.