Winston Waves Xenotypes
A small DLL patch to add two tabs to Winston Waves to allow you to select more xenotypes as rewards.
A small DLL patch to add two tabs to Winston Waves to allow you to select more xenotypes as rewards.
Baseline colonist reward is baseliner-only this is because Winston is not made with biotech by default for compat reasons. If you do have biotech installed a separate xenotype and sanguinophage reward can be rolled.
I didn't like how this felt and it was a narrow set list.
So i've added a mod that removes the xenotype reward, patches the base colonist reward, and adds two settings tabs to winston waves to allow you to select whatever xenotypes you want to appear.
As sanguinophages are separate i added a separate tab for them to pull any xenotype with a hemogen gene.
I went with this approach because your list will grow or shrink based on what xenotypes you have installed (Note violence disabled xenotypes cannot spawn as winston has a pretty hard requirement of combat pawns, so highmates would throw errors so they will not show in the list).
Performance should be basically 0 as most of what gets called only happens on reward selection and even then it barely registered in dubs so I'd call this effectively 0 overhead.
Github
