RimWorld

RimWorld

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WVC - Xenotypes and Genes
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Mod, 1.4, 1.5
File Size
Posted
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20.956 MB
Nov 10, 2022 @ 4:24pm
Apr 28 @ 11:58pm
159 Change Notes ( view )
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WVC - Xenotypes and Genes

In 1 collection by Sergkart
WVC
9 items
Description
Xenotypes and Genes
The mod adds over 400+ new genes, as well as several xenotypes. Some have little impact on the game, some big. Almost all genes can be found in genepacks.

Genes wiki (WIP)[github.com] and xenotypes wiki.[github.com]

More detailed information about the mod can be found on its GitHub page. Mod Wiki (WIP)[github.com]

If you want to ask a long, detailed question or share your opinion about the current version of the mod, use this discussion.

Genepacks and Serums
The mod also adds 3 new genepacks. In genepacks from the mod, only genes from the mod will spawn.
W-pack - only non-archite genes spawn in it.
Ultrapack - it spawns both archite and non-archite ones, or a combination of them.
Mechapack - only archite genes spawn in it.

Genepacks can be found at all traders that sell vanilla genepacks (does not overwrite vanilla genepack spawns)

Serums:
The mod also has serums that allow you to instantly change the pawn's xenotype.

There are also several additional serums with slightly different mechanics:
Gene restoration serum - After using the serum, it removes from the user the effect associated with the reimplantation of genes.
Xenotype nullifier serum - Removes all genes and resets the xenotype to the baseliner.
Xenotype resurrector serum (any_xenotype) - Resurrects a fresh human corpse and changes its xenotype. The xenotype is indicated in the name of the serum.

Recommendations
- Vanilla Expanded Framework - Some small features require VEF, but VEF is not required for the mod to work.
- Work Modes - Golems are designed for tactical use, using multiple groups. This mod will make managing groups easier.
- Alpha Genes - More and more genes!
- True Xenotypes[github.com] - For a better experience, instead of using custom xenotypes, convert them into full ones. The mod is only available on github and is experimental, please keep that in mind.

Translations
日本語翻訳 - by Lucifel
Русский - by pashka

Incompatibility
- Performance Fish - The mod has no conflicts with performance fish, but since fish patches GeneTicker, this can lead to delays in tickers of some genes. If you notice that genes are triggered later than expected, it is recommended to disable the GeneTrackerTick patch and restart the game.
- [FSF] Complex Jobs (1.4) - Additional compatibility patches for golems are required. Otherwise there shouldn't be any problems.
- RimPy Database - The RimPy database is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use the rimpy database from steam or use non-abandoned mod managers. Any comments regarding the rimpy database will be ignored. I'm tired of explaining that rimpy is abandoned.
- Combat Extended - Req compatibility patches. Patch by ASnamed.
- Auto-repair On - There have been complaints that this mod breaks some mechanics related to mechanoids. Use Work Modes mod instead, it doesn't break vanilla comps and can do the same thing.
- Too Many Mods - I have been repeatedly complained that this mod breaks some content from my mod. Since this mod changes the intended balance of my mod, some elements start to work incorrectly. It also creates a discrepancy with the wiki of my mod. Before reporting a problem, please make sure it exists without this mod.
- Any graphic mods. - Detailed bodies, animated eyes, additional visual details, etc. Anything that implies non-vanilla graphics is not compatible. For compatibility, use the graphics disable options of the mod in the settings.

FAQ
Q: Can "thing_name" be a separate mod?
A: No, I will not separate anything into separate mods.

Q: Is it possible to disable graphics?
A: Yes. In the settings. New game only!

Q: How to find/get "thing_name"?
A: First, take a look at the mod wiki, especially the gene section.[github.com] If you don't find the answer to your question on the wiki, ask. The answer to the question will most likely be added to the wiki.

Q: I don't like "anything_name", can I turn it off?
A: Yes. Use Cherry Picker.

Q: CE support?
A: No idea. Try patch from ASnamed.

Q: Is it safe to add/remove in the mid-game?
A: Add - yes. Remove - no.

Q: RimPy says...
A: RimPy is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use non-abandoned mod managers. Any comments regarding the rimpy will be ignored. I'm tired of explaining that rimpy is abandoned.

Q: Can I suggest something new?
A: Yes. Please use the pinned discussion.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. Please note that all bug reports outside the pinned discussion and without a log will be deleted/ignored!

Other
Link to other mods made by me.
GitHub[github.com]
Mod Wiki (WIP)[github.com]

Don't forget to read the FAQ and changelog after updates. There is a good chance that the answer to your question may be there.
Popular Discussions View All (4)
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Mar 31 @ 12:29pm
PINNED: Suggestions
Sergkart
163
Apr 29 @ 10:01pm
PINNED: Bug Reports
Sergkart
2
Mar 11 @ 11:46am
Thralls
Ghevd
953 Comments
ShadowEater25 Apr 30 @ 3:39pm 
But We want a giant undead army with only noe master tho
Sergkart  [author] Apr 28 @ 9:44am 
@radm.botalov07
There will be.

This is a soft limit, it does not kill instantly and visually only an approximate limit is calculated, the actual limit can be 1.5 - 2 times more. For a colony, 1 master with 6 thralls is quite a lot. The recommended vanilla maximum of pawns is ~20, 2 masters will be able to hold 12+ thralls, which is more than enough.
radm.botalov07 Apr 28 @ 7:31am 
Hi! Another question, will there be more genes added in the future to accumulate the resource needed to maintain thralls? Just counting all the genes that give +1/+2 I can conclude that the maximum per day a thrall master can produce is somewhere around 6 (It turns out you can't feed an army)
Anta'el Feir Apr 27 @ 3:38am 
yes after disabling the graphics all the anomalies with the bodies disappeared, it's really a pity that so many xenotypes from this mod are tied to vanilla bodies, my sexy bodies from Xeva mod with an addon for animated kh-kh some body parts from Sized Apparel for RJW make the pleasure from feathers or eyes on the skin incomplete
Sergkart  [author] Apr 26 @ 10:20pm 
@Mismagius
They don't have regeneration or wound healing in general. This is compensated for in other ways. Nucleus shouldn't give regeneration, there is a typo in the description from the dev version.

For details, read the wiki: https://github.com/WVCSergkart/WVC_RacesBiotech/wiki/Xenotypes#beholdkind

@This user has no known aliases @Syilumi lunari
Yes, it is fully added and available outside the test mod and in the steam version too.
Mismagius Apr 26 @ 7:51pm 
also, is it normal for the beholdkin to not have any regen at all? even though the fleshmasss nucleus states that it gives regeneration?
Mismagius Apr 26 @ 7:21pm 
not what i expected for a one man army gene. i was expecting it to be like a boost to all combat stats but ok then
Syilumi lunari Apr 26 @ 4:42pm 
the storage implantor seemed to be in this from the last update and the one before this on the steam version though maybe one of the settings i have enabled it
npc_combine_s Apr 26 @ 4:38pm 
Have the Storage implantors been added fully now? I was in the github version of this mod and I had to enable the test mode thing to use them
Sergkart  [author] Apr 26 @ 12:42pm 
@Anta'el Feir
Disable graphics in the mod settings, I can't say more without a log. For further help, write to the bug report discussion following the instructions.