RimWorld
Generate Double Xenotypes
23 comentarios
Szymkim2134 18 OCT a las 3:42 
🙏Waiting for 1.6 Update 🙏
Raidriar26 19 JUL a las 18:04 
any plans to update this to 1.6?
unme96 2 DIC 2024 a las 16:35 
tardo instead of asking test as if you test you get info faster
Tardo The Ass-Monkey 30 NOV 2024 a las 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 OCT 2024 a las 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 AGO 2024 a las 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  [autor] 3 MAY 2024 a las 19:32 
@SpaceSR Nope. This mod doesn't change where you find hussars, genies, or highmates.
SpaceSR 3 MAY 2024 a las 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  [autor] 15 ABR 2024 a las 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 ENE 2024 a las 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 JUL 2023 a las 12:57 
Does it allow to mix xenotypes in character editor?
Isopod Gaming 15 FEB 2023 a las 15:58 
So i can NOT get a custom xenotype to generate as a genie?
Kokorocodon 6 DIC 2022 a las 3:22 
sorry, ribworld*
Kokorocodon 6 DIC 2022 a las 3:22 
I was reluctant at first, but It's rimworld... everything happens in riwworld.
Comrade_Atticus 5 DIC 2022 a las 18:01 
Thank you!
IPN  [autor] 5 DIC 2022 a las 17:35 
@X~>Cinder<~X It should work with existing saves but will only affect newly generated xenotypes.
Comrade_Atticus 5 DIC 2022 a las 10:45 
Is this mod save game compatible?
IPN  [autor] 30 NOV 2022 a las 17:46 
Update to allow hussars and whatnot to spawn with a saurid germline xenotype.
IPN  [autor] 30 NOV 2022 a las 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 NOV 2022 a las 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 NOV 2022 a las 5:27 
Does this patch other modded germline xenotypes too (saurids from VFE for example?)?
Kyria 30 NOV 2022 a las 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 NOV 2022 a las 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.