RimWorld

RimWorld

Generate Double Xenotypes
23 kommenttia
Szymkim2134 18.10. klo 3.42 
🙏Waiting for 1.6 Update 🙏
Raidriar26 19.7. klo 18.04 
any plans to update this to 1.6?
unme96 2.12.2024 klo 16.35 
tardo instead of asking test as if you test you get info faster
Tardo The Ass-Monkey 30.11.2024 klo 1.17 
So, I know you said, "Should be extremely compatible, even with mods that change Hussars, Genies, and Highmates around." But just to make sure, this will work as intended while using VRE Highmantes, Genies, or Hussars, correct? I mostly ask because those greatly change the specific race, so I wanted to make sure.
SuperBoyOk 28.10.2024 klo 22.52 
Hello, just a normal user, and wanted to add onto XenotypesPatch.xml so some of my modded Xenotypes could work, but I'm having a hard time making it work. Could you add some example code for modded Xenotype integration.
Yehoria 15.8.2024 klo 2.52 
@IPN hey, i'd like to add patches for more of the VRE's races and some kenshi xenotypes, but i think it's much better if i coauthor this mod, rather than make a new one, because people already have it. Could we consider that?
IPN  [tekijä] 3.5.2024 klo 19.32 
@SpaceSR Nope. This mod doesn't change where you find hussars, genies, or highmates.
SpaceSR 3.5.2024 klo 14.36 
Does this mod by any chance also re-allows xenotypes to be added to baseliners? I've just found a highmate in a faction that should not have them. But it might be something acting strange with the vanilla expanded highmates.
IPN  [tekijä] 15.4.2024 klo 6.22 
@Eclipse Extremely late response but yes, the game can randomly roll a genie with an underlying genotype, such as a waster, as part of character generation before the game. Unfortunately, it's random. If you keep rolling only genies, you can't consistently generate one that's a specific genotype underneath.

Changing this behavior would be a bit too heavy for the intent of this mod.
general.catallion 8.1.2024 klo 0.22 
there's another mod by the name of "venerated xenotype flexibilty" that does exactly as it says on the tin, give you the option to add flexibility to your venerated xenotype so not all colonists need to match it 1f1, so you could probably add the reverse functionality (probably as a mod option) and just recommend that other mod.
Eclipse 31.7.2023 klo 12.57 
Does it allow to mix xenotypes in character editor?
Isopod Gaming 15.2.2023 klo 15.58 
So i can NOT get a custom xenotype to generate as a genie?
Kokorocodon 6.12.2022 klo 3.22 
sorry, ribworld*
Kokorocodon 6.12.2022 klo 3.22 
I was reluctant at first, but It's rimworld... everything happens in riwworld.
Comrade_Atticus 5.12.2022 klo 18.01 
Thank you!
IPN  [tekijä] 5.12.2022 klo 17.35 
@X~>Cinder<~X It should work with existing saves but will only affect newly generated xenotypes.
Comrade_Atticus 5.12.2022 klo 10.45 
Is this mod save game compatible?
IPN  [tekijä] 30.11.2022 klo 17.46 
Update to allow hussars and whatnot to spawn with a saurid germline xenotype.
IPN  [tekijä] 30.11.2022 klo 12.51 
@Serfis Unfortunately no, saurids won't work by default. I suspect it would be easy to add compatibility so I'll take a look at it today.
Ravinglegend 30.11.2022 klo 9.51 
@Serfis It doesn't look like it when I tested it. A patch is probably needed to add saurids and other modded germline xenotypes.
Serfis 30.11.2022 klo 5.27 
Does this patch other modded germline xenotypes too (saurids from VFE for example?)?
Kyria 30.11.2022 klo 3.39 
well yesno - as he says in the description: "Believe it or not, but sanguophages were already coded to behave this way."

so your example seems to have been in base game alrdy, but other combinations were turned off.
Aquila15 30.11.2022 klo 3.07 
Isn't this in the base game yet? I'm pretty sure I've seen an Impid sanguophage before since I remember It burning down my stockpile because a social fight.