// Management · RimWorld Mod

Radius UI - Xenotypes

◆ Radius UI - Xenotypes ◆ The vanilla genes tab is a wall of squares.

◆ Radius UI - Xenotypes ◆

The vanilla genes tab is a wall of squares. It shows every gene a pawn carries and says almost nothing about what they mean together. Radius UI - Xenotypes replaces it with a living gene strand: germline and implanted genes ride opposite backbones of one rotating helix, every gene carries the three numbers vanilla hides, a locator answers where to actually get a gene, and a planner lets you draft a xenogerm without ever touching the pawn. Only draws while the tab is open, and nothing animates at rest. Requires Harmony, the Radius UI Framework and Biotech.

✦ The Gene Strand

  • One molecule, two meanings: the green backbone is germline, the violet one is implanted. A gene rides the strand it belongs to.
  • Click to turn: pick a gene in the list and the strand rotates and pans until that gene faces you, with a little mass in the turn and a trail while it moves. Both optional in settings.
  • The same helix at any size: two genes or forty, the curve never changes shape. Long gene sets scroll; nothing is ever out of reach.
  • Plan state is drawn into the strand: staged genes are hollow grafts on a dashed rung, removals snap the rung with frayed ends, overridden genes fade to a hairline.

✦ Three Numbers Vanilla Hides

  • Cost: what the gene takes to build into a xenogerm, from its real complexity and archite price. Four steps, trivial to archite.
  • Impact: how much the gene actually changes - abilities, immunities, capacities, work bans, stats. Stated honestly as this mod's ranking, not a number the game keeps.
  • Reach: how far away the nearest copy is, live: a genepack you own, a carrier on your map, a friendly settlement, a hostile one, or nowhere yet.

✦ The Locator

  • Names the actual source: which gene bank, which prisoner, which faction, with the trip you would have to make.
  • Scans the real world: your storage, your map, and every faction's xenotypes. When it says no known source, nothing on the planet carries the gene yet.

✦ Reads The Whole Pawn

  • Xenotype summary: complexity, metabolism against the viable band, archites, and the split between born-with and implanted, in vanilla's own GCX / MET / ARC vocabulary.
  • Inheritance at a glance: what a child could receive, at honest even odds, and how many implanted genes would be lost.
  • A lens for every question: sort the strand and the list together by cost, impact or reach, with the sort named on screen.
  • Overridden genes explain themselves: the tooltip names the gene doing the overriding.

✦ Modded Genes Just Work

No gene is named anywhere in this mod, so modded content flows through the same three axes with no patch: modded genes rank themselves, modded gene categories get a stable colour of their own, modded xenotypes resolve in the locator through their factions. Tested alongside Alpha Genes, Big and Small, EyeGenes3 and more. Genepacks, xenogerms, growth vat embryos and unborn children all use the same tab and render correctly.

✦ Requirements

  • Harmony (brrainz.harmony)
  • Radius UI Framework (astryl.RadiusUI.Framework)
  • Biotech

✦ The Radius Family

One flat, colour-forward look shared with Radius UI - Health Tab, Radius UI - Needs Tab, Radius UI - Faction Menu and the rest of the Radius UI suite. One accent colour, chosen once, everywhere.
RimWorld 1.6. Pure interface, safe to add or remove at any time. Plans and pins are the only saved data, and losing them is the worst that removal can do.

My Quality Commitment:

  • Fully Tested: Every feature and line of code has been thoroughly tested in-game to ensure it functions as intended and integrates smoothly.
  • Active Support: I am fully committed to maintaining this mod. If you encounter any bugs, compatibility issues, or unintended behavior, please report them in the comments or a dedicated discussion thread.
  • No Abandonware: I will actively patch, refine, and update this mod to keep it working and up to standard.
  • No Coffee: I will never ask for donations for AI created / assisted mods. I share these in the hopes they spark joy for someone, making AI generated content and then begging for money that could go to artists and people more deserving is NOT responsible AI usage.