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Greatliner Xenotype

Welcome to Greatliner Xenotype! This adds two xenotypes, being endogene and xenogene versions of eachother respectively. Their genes give them the following traits: - Tough - Beautiful - Super-immune - Quick-sleeper - Jogger 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. [b]Germline Greatliner[/b] Greatliners are, functionally speaking, exceptionally physically gifted baseliners. Germline greatliner populations are usually the products of harsh natural selection, eugenics or both, especially on worlds with lots of violence that force one to survive injury, infection, being chased and shortage of sleep. [b]Xeno Greatliner[/b] Greatliners are, functionally speaking, exceptionally physically gifted baseliners. Making xeno greatliner xenogerms requires large, expensive, advanced genetics labs. Typically given to important people, highly capable soldiers or those carrying out essential tasks to aid their survivability by spacer and ultratech groups. FAQ [b]These guys are OP![/b] Yeah. In combat I've seen these guys get whooped in melee by smaller numbers of similarly geared Yttakin, though. These are essentially super-gifted baseliners, not war gods or whatever, OP but not crazy-OP. [b]Why stop at 5 traits? The dependency mod has more![/b] 0. This is an upload of a personal use mod, so the real reason is "cos I like it that way." You can make an overwrite or your own xenotype using Xenotype Exporter. 1. They're meant to be physically gifted, so I only used physical traits. 2. Using genes that force mental or personality traits, like kind or sanguine, feels like taking away a character's room to have and form their own personality. 3. Don't wanna bloat any character's bio with traits. This plus a character having up to 4 non-genetic traits means up to 9 in the bio. Bit much, innit? [b]Future Plans?[/b] Making greatliners appear in factions. I'm thinking tribals might have some germline ones on account of their lifestyles, while spacers have xenogerm ones, and like the implication of spacers kidnapping tribals to harvest their genes. You can already do this yourself with Total Control, though. Requirements: Jimothy's Genes is listed as the requirement, but you can use Jimothy's Complexity Trait Genes instead. If you attempt to use this mod without either, no errors will be thrown, however the Greatliners won't have any genes. [url=https://steamcommunity.com/workshop/filedetails/?id=3371751009]https://steamcommunity.com/workshop/filedetails/?id=3371751009[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3385596883]https://steamcommunity.com/sharedfiles/filedetails/?id=3385596883[/url] Compatibility This is a simple xml mod, should be compatible with everything. Safe to add to saves, unsafe to remove if you already have any greatliners in the world (turn them into other xenotypes or delete them first). Thankyou to: Members of Rimworld discord's modding section, for explaining things to me. Alite for making their gene mods, as they inspired the creation of my own mods. Omelettes, for tasting nice. 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.