Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Highliner Xenotype

Welcome to Highliner Xenotype! This adds two xenotypes, being endogene and xenogene versions of eachother respectively. Their genes give them the following traits: - Fast learner - Too smart - Industrious - Very neurotic - Nimble All while not affecting their metabolism. For this to be possible without archites, the genes have incredible complexity, making them rare, expensive, and require lots of processors to turn into xenogerms. Essentially, they're very clever and focused but mentally unstable baseliners. [b]Germline Highliner[/b] Highliners are, functionally speaking, very clever and focused but mentally unstable baseliners. Germline highliner populations are usually the products of eugenics programs intended to make highly productive workers, though natural selection sometimes has a hand on worlds where being skilled and productive are necessary to survival, but mental stability less so. [b]Xeno Highliner[/b] Highliners are, functionally speaking, very clever and focused but mentally unstable baseliners. Making xeno highliner xenogerms requires large, expensive, advanced genetics labs. Typically used to create high-performing, albeit demanding workers. FAQ [b]These guys are OP![/b] Kinda, yeah. That said, they do come with the downside of being mentally unstable, so they can be expensive and unreliable. So OP but not crazy OP, these are essentially just very naturally talented baseliners. [b]Why nimble?[/b] Fast brain go brrr at noticing angle of opponent's shoulder movement enabling prediction of path of swing and thus a dodge also trap detection easier when your brain more brain. [b]Oddly similar to your "mindliner" xenotype...[/b] Consider this a redo, but done as a separate mod for those who like mindliners as they are. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3455354282]https://steamcommunity.com/sharedfiles/filedetails/?id=3455354282[/url] [b]Future Plans?[/b] Making highliners appear in factions. I think they'd do well among industrials and spacers, being super productive in factories and labs but needing lots of drugs and luxuries to stay sane. You can already do this yourself using Total Control, though. Requirements: Either Jimothy's Genes or Jimothy's Complexity Trait Genes is needed for genes to appear. Otherwise these are just baseliners with a layer of "trust me bro they're so smart." Compatibility This is a simple xml mod, should be compatible with everything. Thankyou to: Members of Rimworld discord's modding section, for explaining things to me. Alite for making their gene mods, as they inspired me. Cheese, for being yummy. If you think I'm super cool and stuff: [url=https://www.youtube.com/@jimothyworldbuilding3664]https://www.youtube.com/@jimothyworldbuilding3664[/url] Note that this channel is *NOT* Rimworld related. It's a worldbuilding channel. That said, you might notice some Rimworld-esque stuff in the worldbuilding, such as organ harvesting, war crimes, morbid hilarity and widespread cannibalism.