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Vanilla Xenotypes Improved
   
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Mod, 1.5
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6.848 MB
9 Thg06 @ 10:32pm
14 Thg06 @ 9:04pm
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Vanilla Xenotypes Improved

Mô tả

Introducing Vanilla Xenotypes Improved! This is a mod for the vanilla-lovers out there, with an emphasis on adding content that lines up exactly with Biotech’s original aesthetic, xenotype design, and balance.

This mod does the following:
  • Adds 34 new genes, each one with an icon designed to fit right in with vanilla genes
  • Adds 6 new xenotypes which can be found naturally in the world’s factions
  • Rebalances the vanilla xenotypes, keeping with the original lore as much as possible while refreshing each one to make them feel more unique and interesting. Several of them have new genes to make them more useful or make their downsides more rewarding to work around.
  • Rebalances the effects of many vanilla genes so they make more sense and feel more engaging to play with – even the negative ones! Full list here[github.com].
  • Rebalances metabolisms across the board, with a special emphasis on ensuring detrimental genes provide metabolism that properly offsets their effects
  • Many, many minor changes to make your experience more engaging and immersive. For example, butchering furskinned pawns now nets you human fur, cat ears are hair-colored, xenotypes can spawn over genotypes, etc.
  • Ensures compatibility with popular mods like Alpha Genes and the Vanilla Races Expanded series
This mod requires Harmony.


Every vanilla xenotype has been rebalanced to add new genes and remove unfun mechanics while keeping things balanced and lore-friendly. For example, Hussars are famed for their hussar stare, a “dead expression that unsettles many people." Hussars now have the unsettling gene, which makes non-hussars uncomfortable to be around them.

But it’s not just hussars! Every xenotype has been tweaked, with an emphasis on lore-accuracy, balance, and refreshing new content.

You’ll find impids and yttakins much better-adapted to their natural environments, highmates more charming and slower to age, and neanderthals no longer slow to learn.


This mod adds many new genes, adding them to both new and old xenotypes. These genes include:
  • Charming and Unsettling, which influence trade prices, romantic prospects, and interpersonal opinion between pawns
  • Solar and Lunar Enthusiasm, which increase work and move speed when the carrier is out during the day or night
  • Nerve Stapled, which trades the ability to do complex tasks for a large happiness boost
And many others! Full list here[github.com]


As this mod is an update and rebuild of an old mod of mine, some people may recognize these new xenotypes. However, they’ve been rebuilt from the ground up, with new genes and a special emphasis on balance to make them fit right in with vanilla Biotech.


An athletic race possessing superficial animal features, Kituls are a germline race with genes that grant them sharp eyesight and keen reflexes. They are prolific raiders, but if captured make for excellent snipers and ranged combatants.


A xenotype talented at working among plants and animals, Artemids have a natural touch as a result of their genetic modifications. However, they are somewhat neurotic. Their multicolored hair and skin colors, pointed ears, and monkey-like tails make them a unique sight.


A xenotype engineered to be a peak physical combatant. Nizhar are excellent melee fighters, but their complex genetic modifications have left them with a dependency on wake-up and a need to regularly kill.


Easygoing and kind worker drones, Proles are excellent builders, miners, and cooks. Though they have no maluses to any skills, they have weak immune systems, short lifespans, a predisposition to cancer, and are horribly ugly.


Lithe and upbeat dog-like germline xenohumans, gwennins are a bridge between the reclusive and aggressive yttakin and the rest of the Rim. Though they are furskinned, they have a foot in two worlds, with their excellent social skills making them valuable in many Rim factions.


A rare xenotype with several powerful genes, Reapers are mentally resilient medical specialists. Their improved fine motor precision greatly helps their abilities in many areas, including surgery. However, they are utterly incapable of violence.


This mod changes vanilla gene metabolisms, which will affect any xenotype that uses them. The following mods have been checked and have patches included (if needed):
  • All Vanilla Races Expanded mods
  • Alpha Genes
  • Resplice Charmweavers
Additionally, the four new factions added by this mod will inherit any xenotypes added by other mods provided those mods added xenotypes to the common FactionDef abstract bases. That means this mod plays nice with other mods, especially if those mods have also been designed for compatibility.

If I am missing a patch for your favorite mod, feel free to let me know. I may add a patch myself, but you are free to upload your own.

This mod should NOT be used with the following:

- Three of my other mods: Anomaly Pawns Have Xenotypes, Generate Double Xenotypes, and More Xenotypes and Multicultural Factions, as these mods are all integrated into this already.

- Vanilla Genes Rebalanced: This is an excellent mod and I very much enjoy it, but many of its changes overwrite my own. Much of what’s changed in that mod has also been changed here.

Known Issues:

- When using dev mode, hovering over Nerve-Stapled or Worker Drone causes an error regarding the work tags. This is cosmetic and can be safely ignored.


A special thanks to the following people:

chiomaus, author of Horns & Ears & Things, who created the horizontal elven ears

Anthitei, who created the imp tail for me
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14 Thg06 @ 8:52pm
error log
alonlystalker
43 bình luận
MercuryRiver 17 Thg08 @ 9:42am 
Would you consider having your stomach combination gene be separate rather than modify robust? With this change, I no longer have any way to make predators able to eat raw meat without also giving them access to eating rotten meat which is just too much.
Tesla 11 Thg08 @ 8:59pm 
Is there a russian translation of this mod somewhere?
AJarOfDirt 5 Thg08 @ 6:14pm 
@IPN Can you add a check when patching the Ageless gene for if there is already exclusionTags? Using this with the Big and Small framework causes an error since they add an exclusionTag and then when this mod adds one it adds another exclusionTag section instead of adding to the existing one.
Dr Jimothy 29 Thg07 @ 5:18am 
You can absolutely make a cave-only playthrough:
- Biomes! Caverns
- CaveBiome (Continued)
- CaveWorld Flora (Continued)
- Geological Landforms
- And then get silly with ReGrowth: Expanded World Generation to turn the whole world into a giant network of caves. Say the surface is irradiated from a war or something.
- If so inclined, use Xenotype Exporter and Xenotype Spawn Control to make the under-dark home to some other things for variety. Shroom-themed phytokins using Fungoid genes, perhaps?

I'd also recommend Vanilla Plants Expanded - Mushrooms, and using Tweaks Galore to enable growable mushrooms.
Rat Catcher 28 Thg07 @ 11:34am 
@Dr Jimothy see this guy gets it. That said, the reason they have Mild instead of Severe is probably because they already have slow runner, so the modder disliked the double slowdown. But again, they are genetically engineered by mining corporations to live in Darkworlds, to mine and carve underground only. The fact that you can't make a Cave-only playthrough is a separate issue
Dr Jimothy 27 Thg07 @ 4:15am 
@Rat Catcher
I agree. The dirtmole changes feel contradictory to dirtmole lore, too. They were made to *survive* underground, form whole societies, not simply extract resources, so extra mining yield feels off.
Mild UV sensitivity feels off cos, well, they're meant to live DEEP underground their whole lives, not pop into the mine a couple hours each day before going home to some above-ground house. Fast wound healing is good for places that are prone to collapse, or megaspiders, or where melee combat is the norm, or where getting scrapes in the dark is common.

All that said; Xenotype Exporter Tool. It's an absolute godsend of a mod. Like 99% of a xenotype mod, but dislike that one little thing? You can just change it, easy as that. Plus you can make your own xenotypes that get recognised as modded rather than custom by the game. It's awesome.
Rat Catcher 21 Thg07 @ 8:30am 
maybe make the Stone Sense give a bigger bonus? like +15% or +20%? Losing Fast Healing for High Mining Yield Precept doesn't feel fair
MrPablo11 13 Thg07 @ 3:50pm 
Error vith VRE Phytokin.

[Vanilla Xenotypes Improved - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/GeneDef[defName="VRE_AnimaAffinity"]/biostatMet"): Failed to find a node with the given xpath

Could not resolve cross-reference: No RimWorld.XenotypeDef named VRE_Animakin found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance
alonlystalker 7 Thg07 @ 7:18am 
have error with your mod and wvc xenogenes, can you please add mark that your mod must be loaded before it? or just change something in
<li Class="PatchOperationAdd">
<xpath>Defs/GeneDef[defName="Ageless"]</xpath>
<value>
<exclusionTags>
<li>Pawn_Aging</li>
</exclusionTags>
</value>
</li>
seems like wvc xenogane patch this too but in different way so it doesnt patch this line if it is already patched.
IPN  [tác giả] 23 Thg06 @ 8:50pm 
@PlinkPinko I'll consider it. The pigskins seem to have taken up explosives because their poor eyesight doesn't make them worse at using them. This is actually mechanically true too, as some weapons (including explosives) are not affected by eyesight.

@Dauntless1942 Thanks!