// Management · RimWorld Mod

Weavile Xenotype

Weavile Xenotype mod preview for RimWorld

Adds the Weavile, a xenotype descended from shock troops who were spliced with the genes of an ice-world ambush predator.

Adds the Weavile, a xenotype descended from shock troops who were spliced with the genes of an ice-world ambush predator. They are fast, vicious up close, and at home in the snow, but they struggle in heat, burn easily, and are quick to anger. Each one has a custom head, a crimson feather crest, slate-blue skin, and a two-feathered tail, drawn for all four facing directions.

Genes
Appearance:
- Weavile head: custom head shape.
- Weavile crest: always has the crest hairstyle, no matter what. +3 metabolic efficiency.
- Crest pigment: untinted white hair, so the crest shows its own colors.
- Weavile skin: slate-blue skin.
- Weavile tail: two-feathered tail.
- Beardless, thin body.

Abilities and drawbacks:
- Very fast runner: +0.4 move speed.
- Strong melee damage: +50% melee damage.
- Cold super-tolerant: comfortable down to 20°C colder.
- Heat weakness: uncomfortable 5°C sooner in the heat.
- Aggressive: twice as likely to start social fights and to have aggressive mental breaks.
- Predator's stalk (new): +50% hunting stealth, so hunted animals rarely fight back.
- Snow runner (new): extra move speed while standing in snow.
- Dark vision: no penalties from darkness.
- Tinderskin: fire damage x4.
- Poor social and poor shooting: -4 to each skill.

Overall metabolism is -2, so a Weavile eats 1.5 times as much as a baseliner.

Spawning
By default, about 2% of pawns from outlander, pirate, cannibal pirate, and Empire factions are Weavile. With the DLCs that add them, the same goes for beggars, pilgrims, refugees, the Traders Guild, and salvagers. They can also turn up as factionless pawns such as wanderers who join, at the same low weight as most other xenotypes. You can always choose them yourself in character creation or build them at a gene assembler.

All of this can be changed in the mod settings:
- A spawn chance for every humanlike faction, including factions added by other mods.
- How often they appear among factionless pawns.
- Whether they can spawn as fighters. Turn this off and they never show up as raiders or guards, but still appear as traders, visitors, and wanderers.

If you use Xenotype Spawn Control, its Weavile settings take priority, and this mod's settings become its defaults.

Notes
Requires the Biotech DLC and Harmony. Safe to add to an existing save. Don't remove it from a save that has Weavile pawns, since their genes would go missing.