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 @ 4:12pm
48 Change Notes ( view )
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Biotech Expansion - Mammalia

In 1 collection by Lennoxite
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 @ 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
403 Comments
Lennoxite  [author] Jun 3 @ 4:13pm 
I’m preoccupied with life right now
melon Jun 1 @ 5:46pm 
is this dead
Dantalion May 27 @ 11:55am 
Hello, just interest, does author has plans for beaver xenotype?
melon May 19 @ 11:31am 
also the antlers in bonecrowns are kinda coming out of his eyes if you look at them from the side and not their forehead. pls fix
melon May 7 @ 5:16pm 
This also happens for the carnivorous gene btw
melon May 7 @ 5:11pm 
Ok, so i tested it and it does count for the Animal Personhood meme but he doesn't get food poisoning from eating it, he just gets the -24 ate meat moodle. pls fix
melon May 7 @ 3:13pm 
Hello, so im pretty sure that the herbivore gene doesnt work correctly. It seems that it just affects meals, not nutrient paste meals. For example, i tried making a carnivore meal and giving it to my rabbit pawn (herbivore gene) and the meal worked as intended but then i put exclusively meat in the hopper, made a meal, and the pawn didnt get sick. Im gonna test it with the Animal Personhood meme to see if thats just an issue with the paste dispenser but i think thats not intended
se05239 May 4 @ 7:44am 
The new animal head shapes doesn't seem to be working? It's just the default pawn head for me.
melon May 4 @ 1:06am 
please do moths :)
Volcano2207 Apr 24 @ 4:50pm 
has anyone made armor sprites for pawns with snouts or ears so they dont clip out?