// Management · RimWorld Mod
Generate Double Xenotypes
An extremely simple mod to allow xenogerm races to spawn over a germline race.
An extremely simple mod to allow xenogerm races to spawn over a germline race.
Ever wanted a pigskin hussar? I don't know why you'd want one, but you can get one now!
What this mod does
Turns out the game can do this natively so the thumbnail took me longer to make in photoshop than the mod itself.
This mod takes any instance of a Genie, Hussar, or Highmate and applies a small chance (12%) to generate with a germline race under it (Dirtmole, Pigskin, etc.) The result is considered a regular Genie, Hussar, etc. but with the non-overwritten traits of the germline race appearing as well. A waster genie will still need psychite to live, for example.
These double xenotypes will appear in any raid or faction that spawns Genies, Hussars, or Highmates. They are also able to be generated randomly when creating new colonists at the start of the game.
Believe it or not, but sanguophages were already coded to behave this way. I have no idea why they didn't extend that to the other xenotypes.
What this mod does not do
It isn't set up to work in reverse. I only set the parameters for the above three xenotypes. Any instance of the game spawning regular pigskins, for example, will be regular pigskins. I did this because of how Ideology handles favored xenotypes. A pigskin genie is allowed under a genie-favored ideology, but not under a pigskin-favored ideology.
Compatibility
Should be extremely compatible, even with mods that change Hussars, Genies, and Highmates around. It will not affect any custom xenotypes...
...with the exception of my other mod! If you have More Xenotypes and Multicultural Factions then this mod will automatically also make the Artemids, Nizai, and Reapers behave the same way as Genies, Hussars, and Highmates.
If VRE Saurids is installed, then hussars, genies, and highmates can be saurids.
Balance!?
I mean... it's fine? It does kinda make it easy to get a lot of genes I guess, but it doesn't break the game. Some of the combinations are kinda hungry though.
Modded Xenotypes!?
In general, if you're asking "does this mod work for the xenotype added by " the answer is no. While this mod won't ever crash your game, it won't work with xenotypes added by other mods by default. Luckily, you can change this really easily. Just add a patch operation that inserts doubleXenotypeChances (and the genotypes underneath it) into the xenotype def added by that other mod. Feel free to copy and paste the patch operation I use for this mod.
Note about mod commissions
It's come to my attention that someone's been claiming to be me using various discord accounts to try to get mod commissions. I have never nor do I ever plan to take commissions for mods. If someone is using this mod as part of their portfolio, it's not me.