RimWorld

RimWorld

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[LTS]Xenotech
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Mod, 1.4, 1.5
File Size
Posted
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5.053 MB
Oct 21, 2022 @ 3:35am
Sep 16, 2024 @ 7:59am
10 Change Notes ( view )
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[LTS]Xenotech

Description




[ko-fi.com]

Xenotech brings more genes, factions and xenotypes for the Biotech dlc. These xenos have their own custom namer for pawns, settlements and their factions. Genes included with Xenotech are regeneration, voices, tails, milkable, gender, wings, ears, tusks and more. Have fun creating your own xenos.


Factions are not pre-placed in your list so you don't have to worry about these factions. It's quite easy however to add them should you want to while generating a new world.

We also have a custom namer for settlement, names and new factions!

Some of the xenotypes are integrated in vanilla factions, so you might rarely see one or two pop up every now and then in events and/or caravans.

Xeno races:
| Nyankind | Growler | Elfin | Ork | Lilime | Anthrae | Faun | Hydragons | Mucorins |




















Q: How can I report bugs or ask for help?
A: Comment down below, or report it over at our discord, make sure to include your player log files if any.

Q: Add factions? Why can't I see them?
A: When you generate a world, you can easily select what factions you want and don't want. All of mine are not included in the startup line as to not cause inconvenience for players who don't want some or all of the factions I created. You can manually add those you'd like to see though.


[discord.com]


Many thanks to the folks over at Yggdrasil and my friends over discord for their support!

Made by LTS, Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


  • None at this moment
  • But I'd love your thoughts and suggestions for improvements!
261 Comments
BreBearz Apr 9 @ 4:51pm 
@halicade did you ever fix those? I use those mods as well
Halicade Mar 7 @ 8:31am 
Hello! I get a couple errors from missing mayrequires from your mods with no DLC loaded. Looks like they come from LTS Systems and LTS Biospehere. Hugs log below
https://gist.github.com/HugsLibRecordKeeper/04492f7713fb8ea41caf259349979f53
Jackfrost Dec 28, 2024 @ 2:03am 
Looks great. Any way to disable certain xenotypes entirely? I already have other mods for elves, orcs and faun and really don't want to get them mxed up.
Cherry picker hasn't (officially) been updated for 1.5 and according to user reports the forked versoin that has only works sometimes - if at all.
Quantum Projects Oct 20, 2024 @ 6:29pm 
Hi! I'm getting some strange log entries that might be related to your mod (can't really tell):

https://pastecode.io/s/xgteyqnr

The relevant lines are 938-987.
LimeTreeSnake  [author] Oct 9, 2024 @ 8:23am 
I think I did that for the Mucorins, but sounds legit Apadilla, will consider this.
apadilla124us Oct 9, 2024 @ 8:21am 
can you remove/change the got wet negative thought for hydragons when they are caught in the rain, if anything it should be changed to a positive for them.
Melon Oct 4, 2024 @ 11:30pm 
Limb neogenesis on a crushed eye just turns it into a crushed eye that is now bleeding.
LimeTreeSnake  [author] Sep 21, 2024 @ 3:44pm 
Hmm, have not done any changes to 1.4 (I figure that is what you mean) for base generation, so I am sure there is some mod that alters faction base spawning rules somehow.
Kateye Sep 21, 2024 @ 3:12pm 
When I add the nyankind or growlers faction, all factions only have a single base. I'm on 1.14. I have factions added by Vanilla Factions Expanded and Alpha Genes that work fine, it's only nyankind and growlers. It worked fine last week, any idea what might have happened?
LimeTreeSnake  [author] Sep 16, 2024 @ 8:01am 
- Added moth wings
- Added Snake tongue
- Added Slit eyes
- Added a new Xenotype Nexarii using some of the new genes.
- Mucorins and Hydragons use the Lagua language in LTS Systems for naming.
- Nyankind and Growlers now use the Wild language in LTS Systems for naming. (It's just renamed and some minor adjustments)
- Updated race and faction descriptions.
- Moth antenna use hair colour.
- Slightly lowered size of Moth Antenna
- Factions included in this mod are now "grouped" together when adding factions in the list on world generation. That is instead of being with their vanilla counterparts.