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I never receuit the ones I disable.
If the gene system was better, more about research and discovered and didn't replace the entire xenogrem when installing new mutations I would have loved to play a toxers colony that's trying to cure them selves through trial and errer. But they really dropped the ball on implementing genetics imo, so I never bothered. PawnMorpher was way more mad scientist.
The vampire are another letdown. They don't really offer anything besides an immortal pawn and that's meh as far as gameplay goes. I though all the extra buildings in the coffen was going to really amp them up but not even the Vanilla Expanded vampires was anything to write home about. Rim of madness did it better, really caught the essence of being a vampire.
That's about it, despite the dlc being named after genetic the mechanoids where implemented way better. And honestly I kinda feel like the whole genetics system hurt the game. It created a bad frame work that midders have to work within to get stuff done.
Look at the new vanilla expanded androids mod. It's just humans with robot genes.
Thinking about it, the genes system would actually work better as a software system for the mechanoids. It makes no sense your geneticly born with +8 doctoring but as software it does make sense to install that into mechanoids.
Biotech really should have been mechatech.
The genetics stuff is a mix of nanotech and biology. Which is why the genes do stuff that just DNA modifications can't.
Also, the "biotech" name covers the mechs too. Given that it's biotech implants that allow a pawn to control said mechs.
Also, Rim of Madness's vampires....well, weren't good. For the most part a ripoff of White Wolf's vampires in concept. They were an unbalanced mess, really.
Usually I start with a basic custom xenotype, with just a handful of genes. Any recruits I get are to enhance that xenotype and evolve it into something much stronger, and those recruits of the other xenotypes get converted into that once all their relevant genes have been collected.
I have done a couple all dirtmole starts though, they are really good for the beginning of undergrounder/darkness runs. I did an impid start as well for RP, and probably will again in the future. I don't particularly like the impid loadout, but they are cool thematically and there are some mods that add like demon wings and bigger horns so you can evolve them into something more impressive.
Sanguophages are very "safe" which makes them extremely useful. They make good tanks and caravan mission runners, there's no risk of death and you can just throw them at anything. I don't usually incorporate their genes into my main colony xenotype though, the fairly limited number of slot enhancers and the amount of blood required limits them enough that they tend to remain their own thing with just a few in the colony.
I much prefer making my own xenomorph bugmen