RimWorld

RimWorld

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Biotech Expansion - Mammalia
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.095 MB
Oct 21, 2022 @ 1:00pm
Apr 10, 2024 @ 4:12pm
48 Change Notes ( view )
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Biotech Expansion - Mammalia

In 1 collection by Lennoxicon
Biotech Expansion - All Modules
4 items
Description
The Biotech Expansion Project
The BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This mod is the first of many modular mods, focusing on genes inspired by real life mammals. Check back frequently for new genes and other mods in the BEP!

CORE MOD: REQUIRED!
Biotech Expansion - Core https://steamcommunity.com/sharedfiles/filedetails/?id=2884018485

Other Biotech Expansion Mods
Biotech Expansion - Ear Hair Color Patch https://steamcommunity.com/sharedfiles/filedetails/?id=2879641542
Biotech Expansion - Mythic Gene Pack https://steamcommunity.com/sharedfiles/filedetails/?id=2883216840

MAMMALIA GENE PACK
From the creeping wolf to the screeching bat, the Mammalia gene pack implements xenotypes and genes heavily based on terran mammals. Gain fearsome natural weapons, stunning abilities, and plenty of cosmetic options for your own pawns and colonies.

Added Xenotypes:
Barkkin - Wolf/Fox
Bonecrown - Elk/Deer
Wiretail - Rat/Mouse
Hidewing - Bat
Seertusk - Elephant

Cloudpuff - Sheep
Haytankard - Cow
Hindhopper - Bunny/Rabbit
Blastheart - Boomalope

Important Note: For an xenotype to appear during gameplay (outside starting with it), it needs to belong in a faction. (As of the cross expansion update, this is no longer as true, but having the faction active makes it vastly more likely of running into one.) There are multiple factions in this mod, but only one is enabled by default when starting a new game, the Skulking Mammalkin Tribe, composed of Barkkin, Bonecrowns, Wiretails, Hidewings, and Seertusks. For other xenotypes to appear you must enable their faction in the dropdown menu when selecting factions for your game.

A Small Sample of Our Offerings!

Sharp Claws


Hidebound Wings


Psychic Fury Needle




A list of Xenotypes, some of their Unique Genes, and what Faction they're in!



Short Description of All Functional Genes
Popular Discussions View All (5)
14
Jun 1, 2024 @ 12:43pm
Info Pane Blank - Bug Reports & Error Logs
Aryaltel
7
Nov 20, 2023 @ 2:38pm
Muzzles have seams on side-facing sprites
Flannel
0
Jul 6, 2023 @ 8:19pm
Ideology
Fenris
430 Comments
Kishmond Apr 26 @ 9:28pm 
For what it's worth, I am not having the invisible head problem. The head is overwritten by face replacer mods though.
Chaosstripe Apr 24 @ 1:06pm 
Hello, is this still being worked on and maintained?
BlunderingFool Apr 16 @ 7:23am 
Is there a way to make the excessive milk production only apply to female haytankard pawns? I'm not really a fan of male pawns suddenly dumping milk all over the place... I bet it isn't even real 'milk' for one thing!
thesoupiest Apr 11 @ 12:46pm 
There's got to be better names than "Barkkin" and "Haytankard"
Glitter Bat Mar 8 @ 5:26pm 
No one had a head lol
Psycho Penguin Feb 24 @ 8:42pm 
Is there a update? In my save my characters with the related xenotypes have no texture, appear the magent X. I'm removing mods one by one but nothing work. I'm still trying
Frederick Feb 19 @ 7:18pm 
you planin on doing one with horses people?
melon Jan 12 @ 6:56am 
hello the issue i stated with antlers on the deer race's head is not fixed still im pretty sure please fix it :)
Turianel Jan 11 @ 11:35pm 
The problem with herbivore and carnivore genes. They do not conflict. This means that both can be in the same xenotype or added through the parent tree. The result is that the pawn cannot eat anything without getting poisoned. I have a case where herbivore parents have a carnivore grandfather, and his genes show up in the child.
ihaveeyes Dec 20, 2024 @ 11:49pm 
love this mod, using it with a body replacer currently and figured if anyone had this issue its an easy fix for different bodies of any mod. Go into the GeneDefs_MammalEndogenes xml file and edit in notepad to change the east and west values for tails by 0.1 plus and minus respectively (e.g. wiretail goes from -0.5 to -0.4 and the 0.5 becomes 0.4). Despite the name it adjusts the height of the tail on the pawn while north south adjusts the centering. This will work for any needed adjustments for different bodies to avoid clipping of tails.