RimWorld

RimWorld

Q's Biotech Patches
188 Comments
Monarch Nov 2, 2024 @ 3:45am 
yea i too want children of tribals to also be tribal
paraDiXson Sep 22, 2024 @ 5:38am 
What about "Children born into a tribal colony now have the natural meditation focus"? Still seems not to be implemented in vanilla.
TIIKKETMASTER Sep 15, 2024 @ 12:24pm 
holy shit this is fucking amazing
chainlinc3 May 4, 2024 @ 8:33pm 
For all those who are fishing for desired xenotype rituals... Try this.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973997911
I haven't tested it much myself, but it's better than nothing.
Spartan Lemonade Apr 27, 2024 @ 8:01pm 
the way to have rituals send pawns of the desired xenotype is sorely missed
jckrg Apr 20, 2024 @ 10:01am 
I personally use it for the non randomized xenotype joining whenever i have a ritual
urhähnchen  [author] Apr 13, 2024 @ 7:27am 
@Turambar - not everything, no, but the mod is mostly redundant. that’s why it’s unlisted. but i’m happy to port specific features from it forward if you answer the question.
Turambar Apr 12, 2024 @ 4:05am 
If you depreciate this mod, maybe put it somewhere in the description? Anyway, thank you for it!
Turambar Apr 12, 2024 @ 4:04am 
All the changes and the new precepts have been integrated into Vanilla?
urhähnchen  [author] Apr 11, 2024 @ 10:20am 
@Turamvar - what features from this mod are you still using? most of this has been integrated into vanilla.
Turambar Apr 10, 2024 @ 3:37am 
Any update planned for 1.5?
megabot Mar 9, 2023 @ 1:45pm 
hey, a thing if I may say: currently, supremacist makes any xenotypes bigoted against others, however with mods like Alpha Genes which adds a faction with basically all the xenotypes they all hate each other, which kind of does not make sense, in my opinion at least
Warpath Jan 22, 2023 @ 2:03pm 
Fair enough! Thanks for letting me know. Im keeping it mainly for the "ritual joins from your xenotypes" bit :)
urhähnchen  [author] Jan 22, 2023 @ 11:04am 
@Warpath - vanilla has integrated most of these features and i am no longer supporting issues with this mod. you should probably remove it.
Warpath Jan 22, 2023 @ 7:36am 
@Komissar... strange, when I was editing my ideology it didnt give me an option to remove the precept or not (and i dont think i had any memes that would force a preference)
Komissar Rudinov Jan 22, 2023 @ 2:18am 
@Warpath you can just remove the precept and have neither.
Warpath Jan 21, 2023 @ 9:24am 
is it possible to add a "dont care" precept to growth vats? seems weird to have to like it or hate it
LAJ-47FC9 Dec 22, 2022 @ 12:31am 
I would be quite happy if you released the precepts as their own mod; Xenodiversity, in particular, I feel has its own niche separate from Preferred Xenotypes. Preferred Xenotypes makes people hate ones that aren't those xenotypes, while your Xenodiversity precept is more about celebrating diversity of xenotypes - the more, the merrier, no matter what it is.
Omega13 Dec 18, 2022 @ 10:08am 
So here's a weird thing and I'm not sure whether or not it's vanilla behavior. I have an ideoligion of all pigskins, with a preferred xenotype of pigskins. They have a single non pig slave who they somehow converted to their pro pig religion. This guy, not surprisingly, hates himself and is generally unhappy for not being a pig. However, oddly, he hates all the other pigs too because they are "filthy xenos" despite all of them being the preferred xenotype of the ideoligion.
Wednesday Dec 3, 2022 @ 1:32pm 
thanks for the mod, it made possible to play the dlc the way I wanted even before ludeon launched these options in the base game
evictedSaint Nov 23, 2022 @ 9:51pm 
congrats! you did it! you made a mod that seems so common-sense that they literally added it to the base game! :)
Renzor Nov 23, 2022 @ 9:11am 
Hey, commenting here to say I desperately want the xeno wanderer mod. Started a new Xeno only colony with ideology and every wanderer that joins/reward from ritual = baseliner and it's messing up my playthrough. Gonna try to enslave them to see if that fixes the bigotry, but if not :\
se05239 Nov 22, 2022 @ 8:43pm 
Awesome.
urhähnchen  [author] Nov 22, 2022 @ 3:20pm 
@se05239: i do plan on releasing a separate mod for the wanderer joined thing. not totally sure when. this week is busy.

@GinaTonik: no. the recent update to vanilla incorporates basically every feature of this mod.

@Komissar Rudinov: most of it, yeah. if there's demand i can release xenodiversity and birth control separately. i think the new xenotype preference precepts are better than my xenodiversity ones, and i don't know how much people care about birth control.
Komissar Rudinov Nov 22, 2022 @ 2:17pm 
So... how much of this mod was rendered obsolete by the new update?
It seems that the xenodiversity and birth control precepts are still unique to the mod, the rest seems to have been added in the update.
GinaTonik Nov 22, 2022 @ 2:41am 
Does this play well with the new update?
se05239 Nov 21, 2022 @ 10:25pm 
Not to mention that some of the ideas you had planned, like harvested genes and pollution precepts, can still be implemented if you find you have the motivation for those.
se05239 Nov 21, 2022 @ 10:24pm 
With the new preferred xenotype ideology precept, you could turn the "wanderer joined" function of this mod into a stand-alone that bases the wanderer on preferred xenotypes.
Oxirane Nov 20, 2022 @ 3:42pm 
Firstly, thank you for making this mod! I think you're addressing some things a lot of us wanted.
Second- an idea/suggestion/ask: Regarding rituals where the reward can be a colonist, it would be cool if when a Sanguophage with Germline genes was participating, their underlying Germline Xenotype would be considered as a Xenotype which can be summoned. Right now I think it just counts them as a Sanguophage. I was thinking that this + the mod that adds a Gene which makes people like being fed upon could be interesting (a colony of thralls who worship their leaders and champions who guard the secrets of Vampirism?).
Skeleton Nov 18, 2022 @ 8:07pm 
Would love to see this mod continued with the planned future changes. Really banking on sanguophage related precepts.
Archilyte Nov 16, 2022 @ 2:44pm 
You should still continue this mod, or at the very least make the birth control precepts a standalone mod (as they weren't added in base Biotech). You could also do something with the ideas in the "Planned future changes" section, as I'd love to have pollution related precepts!
redneckdrow Nov 16, 2022 @ 5:57am 
I'm definitely going to stay subscribed until the stable patch is out at least. You've done great work! Two big thumbs up!
urhähnchen  [author] Nov 16, 2022 @ 5:57am 
thanks, hehe. can’t help but wonder if tynan saw this mod…
Zphobic Nov 15, 2022 @ 8:52am 
It's impressive to preemptively implement the same precepts that Tynan ends up adding to the vanilla game. Brag-worthy!
Owix Nov 14, 2022 @ 2:09am 
The wanderers joining when I perform rituals are turning up as baseliners but all my colonists are dwarves
urhähnchen  [author] Nov 13, 2022 @ 8:00am 
@Muad’dib: it will remain on the workshop so i don’t break the games of people using my precepts. but i will not continue developing it and i recommend everyone unsubscribe and use dev mode to fix any broken ideologies.
Muad'dib Nov 13, 2022 @ 6:28am 
Will this mod continue to exist with the next patch coming out?

I feel like it's advertising to do much of what this currently does and also much of what you were hoping to do.
urhähnchen  [author] Nov 13, 2022 @ 3:30am 
@JHK84: that’s being added to vanilla.
JHK84 Nov 12, 2022 @ 11:35pm 
"Children born into a tribal colony now have the natural meditation focus." would love to see this kept in the standalone mod if you do manage it.
se05239 Nov 12, 2022 @ 10:46pm 
I'd appreciate you having a stand-alone ritual summoning mod that summons a wanderer based upon the xenotypes parcitipating in the ritual. That doesn't look to be included in the upcoming update.
Toroic Nov 12, 2022 @ 9:39pm 
I appreciate your hard work and also love to see that almost all the design changes you implemented are part of the next patch!
se05239 Nov 12, 2022 @ 8:43pm 
Can you keep your mod up until the update is released, at least?
urhähnchen  [author] Nov 12, 2022 @ 5:59pm 
it seems this mod is indeed being made completely redundant by the updates to vanilla. i legit love to see it. my advice is to unsubscribe from this mod and use dev mode to correct your precepts from the ones in this mod to the new vanilla ones. i may release a separate standalone mod for making the wanderer joins ritual results less random.
Eclipse Nov 12, 2022 @ 1:51pm 
It is already on unstable branch and is savegame compatible
Amnaa Nov 12, 2022 @ 12:24pm 
Some of these are coming into the base game soon! Shows that you were on point!
urhähnchen  [author] Nov 12, 2022 @ 8:52am 
@Muad’dib: right.
Muad'dib Nov 12, 2022 @ 6:58am 
"children born into tribal colony" that does not apply to children born into a crash landing start, right?
se05239 Nov 11, 2022 @ 8:26pm 
Glad to hear you ain't removing this mod just yet, might still be a place for it after the changes come.
urhähnchen  [author] Nov 11, 2022 @ 9:31am 
a quick announcement; tynan has announced on reddit that some of the changes this mod makes (and planned to make) will be patched into the game. i will not be adding new features to the mod until this patch is released for obvious reasons. i will check back in once those changes are released; if this mod is made totally redundant, i will not continue development on it, but i will keep it on the workshop for as long as there is a significant subscriber count to prevent breaking games.
Eldritch Phoenix Nov 9, 2022 @ 7:10pm 
@oxirane I think you can set a custom xenotype to be passed down when you make it, assuming you did so in creation