// Management · RimWorld Mod

Atlyss Races | All-In-One

As of 07 / 29 / 26 : This mod is being overhauled to be compared with vanilla xenotypes.

As of 07 / 29 / 26 :

This mod is being overhauled to be compared with vanilla xenotypes. All 5 of the xenotypes are conceptually complete and 3 recieved massive graphical overhauls. Progress is going smoothly, moving forward with fully realize the mod. Thank you for your support and I can't wait for this overhaul to be released. Also can't wait for the next major update & new locations Kissoft had been cooking up for a while, really love the new cave areas.

Adds several new xenotypes from the world of "Atlyss"

W.I.P Current Features : 1.4 - None 1.5 - Beta Release - Spawn in Outlander (0.2%) and Pirate Faction (0.2%) 1.6 - Beta Release - Spawn in Outlander (0.2%) and Pirate Faction (0.2%) Future Features : - Individual Custom Geneline - Adding New Genes - Adding Custom Hairstyle - Adding Additional Appearance Variety (New Horns, etc.) - Adding Custom Factions - Improved Vanilla Faction Spawn Rates - General Fixes / Optimization - Version Compatibility (1.4, 1.5, 1.6) Future DLC Support : - Royalty - Ideology - Odyssey Mod Support ( Only when Enabled ) : 1.5 / 1.6 - Vanilla Expanded Framework - Alternative Face Textures 1.5 / 1.6 - Better Gene Inheritance - "Binary Inheritance" Added / Swapped to Germline Recommended Mods : - Xenotype Spawn Control to control Spawn Rate - Vanilla Pawns Retextured for High-Res textures in Previews Since Atlyss' release onto Steam and the creation of my Alien Humanoid verison of this mod, I wanted to introduce the many races from the game into this amazing creation from the legend known as Tynan Sylvester. I'm not a major fan of Action-Combat, Massive Multiplayer ,Social games and prefer Turn-Based and Colony Management Simulators. Besides the initial 1 month development of the original mod and the 5 Month span of this mod, I can finally relax and call that the foundation of the mod is now completed. Going forward, I will slowly add more content to this mod overtime but for now I wish to rest. Sadly I don't have a major amount of time to fully delicate anymore to the project, however I promise I will update the mod with further support and options in the future. Life's a B**** and she is in heat. Please give feedback and support to this mod alongside showing enjoyment in the creation of the mod. Moving forward, I originally planned on adding more impactful genes to the xenotypes but after several days of picking and choosing and asking people for help ( which just them telling me to "figure it out" ) the choice to just keep them appearance only for now. In the future, I will add an optional file that when modded genes are installed onto your mod-list, that the xenotypes will receive their gene-line. Finally, I wanted to dedicate this mod's creation to my beloved wife and my stalwart friends, who were the reason for me to push pass burnout until it was semi-finished for me to declare it release worthy. Otherwise, please enjoy these wonderful creatures and hope you will get enjoyment out of them. Can't wait for the full release of "Atlyss". (The mod took so long that "Atlyss" and "Rimworld" will be receiving massive updates) Q - C.E? A - I don't use it, so I don't know. Showed no errors. Q - HAR version? A - I don't use it, so no. This is exclusively for Biotech. Wasn't worth to keep the HAR Verison. Q - Why are the Heads clipping through the Headwear? A - I made the Placeholder Artwork and the heads were sized down to fit. When I commissioned new artwork, the heads were remade with the Placeholder Artwork, so they looked bigger. (CC BY-NC-ND 4.0)

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