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Xenotype Implanters
   
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Mod, 1.4
File Size
Posted
23.638 KB
12 Jul, 2023 @ 11:49am
1 Change Note ( view )
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Xenotype Implanters

In 1 collection by Gegegeb
Gegegeb's mods
5 items
Description
About:
Adds xenotype implanters for all vanilla and modded xenotypes.
Features:
  • This mod automatically creates a xenotype implanter gene and ability for every vanilla and modded xenotype, but not for custom ones.
  • For custom xenotypes, you can try using this.
  • Implantation of xenotype xenogerms will cause the same effects as normal implantation, however implantation abilities will go on cooldown after use. Additionaly, using any of the implanter abilities added by this mod will not kill the user if their genes are regrowing.
  • Xenotype implanters are archite genes.
  • Genepacks with xenotype implanters can be bought from traders.
  • Xenotype implanters will have different stats based on whether implanted xenotype is archite or not.
    • Complexity: 5 for normal, 10 for archite.
    • Archite capsules: 1 for normal, 2 for archite.
    • Cooldown: 15 days for normal, 60(1 year) for archite.
  • Xenotype implanters cannot be absorbed from unwilling pawns. Pawns with xenotype implanters, however, can implant subjects that would normally refuse implantation.
  • This mod doesn't just apply genes to the pawn's genes; it changes the pawn's xenotype, which is important for ideology's preferred or hated xenotypes.
  • This mod can be used, for example, to allow your sanguophage to convert pawns to your modded thrall xenotype, or give your "hive queen" an ability to turn people into hivelings.(This is a DIY suggestion, this mod doesnt add this functionality)
  • After you load up the game, if you open up the console log with ~, you will be able to see each xenotype a xenotype implanter was created for.
Q&A:
  • Q: Is this mod safe to add mid-save?
    A: It depends on what other mods you have installed. Make a backup save first.
  • Q: Is this mod safe to remove mid-save?
    A: No, removal will cause errors.
Other mods:
Credits:
  • Harmony library - Brrainz
  • Rimworld - Ludeon Studios
Changelog:
  • Check discussions.
21 Comments
infpdreams 22 Jul @ 12:18am 
This mod, unfortunately, seemed to be responsible for a lack of UI on the main menu. It could be a conflict with other mods I have, or it might just not be compatible with 1.5.
Hush 21 Apr @ 12:27pm 
Is there any way to put them in a separate GeneCategory list? Now they are mixed with other Archite genes, making my gene editor very messy
Гений 12 Apr @ 2:05am 
Hi mate! Thanks for such a good mod. I believe it is quite simple so I can just put 1.5 tag in About myself but just to make sure... You triend to test it 1.5?
thegrandseraph 4 Mar @ 2:13pm 
Any settings for this? The long cooldown is killing me.
Integrall Divider 1 Jan @ 7:47am 
Hey, can you make special category for this genes?
Sammich 19 Dec, 2023 @ 3:02pm 
HELL YEA THIS IS EXACTLY WHAT I NEED
I got a mod that makes it so slaves with the calm gene (whatever its called, the one genies have) never revolt, so i can create an army of subservient thralls super easy!
Tonic 12 Dec, 2023 @ 10:34pm 
sweet, now to figure out what the hell im doing :D
Gegegeb  [author] 12 Dec, 2023 @ 10:14pm 
@Tonic, you can decompile and copy the code.
Tonic 12 Dec, 2023 @ 8:23pm 
mind if i use your code for a xenotype mod im making? ill credit you of course
Gegegeb  [author] 26 Jul, 2023 @ 9:45am 
@EmoØ.1)The functionality you are trying to create already exists in Outland - Genetics in the form of ascension genes. 2)This mod is not very relevant to the functionality you are trying to create. In fact, the only thing in common would be the usage of the vanilla SetXenotype() method. 3)However, if you still think the code in this mod would be somehow useful to you, you are allowed to decompile it and reuse it. But you are going to have to do it yourself with ILSpy or dnSpy.