RimWorld

RimWorld

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WVC - Xenotypes and Genes
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Mod, 1.5, 1.6
File Size
Posted
Updated
16.279 MB
Nov 10, 2022 @ 4:24pm
Nov 15 @ 6:54am
206 Change Notes ( view )
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WVC - Xenotypes and Genes

Description
About v1.4 and v1.5
Due to the fact that since 1.6 mods now have full support for asset bundles, all mod textures are planned to be packed into one. In order not to inflate the mod's weight several times, it was decided to remove support for old versions completely. Soon all files of versions 1.4 and 1.5 will be deleted, if for some reason you are still using this outdated version, save a local backup or download the mod from GitHub.

Do not use the Steam version of the mod for versions 1.4 and 1.5!

Xenotypes and Genes
The mod adds over 400+ new genes, as well as several xenotypes. Some have little impact on the game, some big.

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.

Any questions about mod dependencies are ignored. Use not abandoned mod managers. I'm tired of explaining that RimPy is abandoned.

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)[github.com] - Allows to convert custom xenotypes to xenotypes. Inheritance of archite genes if conditions are met. Correction of "broken" xenotypes. And genes dictionary. (All of the above are options)

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- RimPy - The RimPy database is hopelessly outdated.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 (3)
335
16 hours ago
PINNED: Suggestions
Sergkart
253
Oct 29 @ 10:25am
PINNED: Bug Reports
Sergkart
22
Oct 18 @ 9:21pm
PINNED: Feedback and Discussion
Sergkart
1,217 Comments
MegaBunnyman 8 hours ago 
I love how often you update your mods. love the dedication to the craft, thank you! :bunnyinablanket:
Raith Nov 13 @ 10:04pm 
who knew that duplication could be so broken
Hugalafutro Nov 12 @ 1:19am 
Thanks for the suggestion, will add that to my modlist. I presume it's not retroactive, I also have a Neaderthal/Undead baby. No worries if it's not, babies are easy to make :D
Sergkart  [author] Nov 12 @ 12:35am 
@Hugalafutro
For this, use this mod, vanilla gene inheritance sucks. https://github.com/WVCSergkart/WVC_TrueXenotypes
Hugalafutro Nov 12 @ 12:13am 
Hi, really cool and unique xenotypes! I have 2 Reaperkind that had a Reaperkind baby, the baby grew up and is 19 but it doesn't have all the genes and the gizmos. I'll admit I don't really get how genes work that much and usually just send enough people through the gene extraction to get what I want, I just assumed their kid would have the same abilities as parents if both the same.
Sergkart  [author] Nov 11 @ 12:25pm 
@☁Жму котов 7kg☁
Зайдите в настройки нажмите "Reset Settings" и выберете пункт "Default", затем перезапустите игру. Однако эти изменения могут потребовать новой игры. Ещё можете попробовать опцию "Disable genetic stuff", она более совместима со старыми сохранениями, но не отключает серумы, а лишь убирает их спавн.
☁Жму котов 7kg☁ Nov 11 @ 10:45am 
is it possible to disable the generation of things (like serum) Is it the same for the orbital merchants? because sometimes they generate an error and arrive empty.
Sergkart  [author] Nov 11 @ 7:45am 
@Ozzy-mandias
As Cibo said, 1-2 days. https://github.com/WVCSergkart/WVC_RacesBiotech/wiki/Genes-(WIP)#undead

@Cibo
Talking about ferrkinds, read their gene descriptions. Ferrkinds, by default, cannot get genes from anywhere, only from themselves and each other.
Cibo Nov 11 @ 2:47am 
in my experience, they'll resurrect before they begin to rot, usually day and half to two days, sometimes faster, i just let my dead dudes go to the corpse freezer, and when they resurrect they get automatically rescued by my other colonists,
Ozzy-mandias Nov 9 @ 5:21am 
for the undead gene how long is after some time?