Rimworld xenotype mod pack + explanations for each mod
Xenotypes are too basic in base game .
Load order
31 mods- management
Auto-Extract Genes
Adds a checkbox on the Health tab of colonists, slaves, and prisoners that, when enabled, will have them automatically visit the gene extractor when their genes have regrown.
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Better Gene Processor UI
Sick of constantly closing the Gene processor UI to check what genes your colonist currently has?
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Big and Small - Genes & More
This core mod includes a number of Biotech genes, traits, and the C# framework to make things in other mods work.
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Big and Small - Framework
This is a framework for adding custom races and greatly extending the ability to do things with Genes and Hediffs.
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Cherry Picker
If you've ever found a mod you've liked except for one little part of it, this mod allows you to selectively remove content.
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Ecto's Star Trek Genetics
Trek Genetics At its core, this mod aims to add the many races from Star Trek into the game using Biotech's genetics systems.
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Fantasy Factions
A simple mod that incorporates Fantasy races Xenotypes and factions using those Xenotypes.
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Gene Ripper
Updated for 1.6 Compatibility. This is not my own creation, but taken upon myself to update it as it has not been updated for 1.6 yet, and no word from the original uploader. I will take it down if requested by the original uploader :) Original Description: The Gene Ripper is an
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Gene Ledger
Gene Ledger Gene Ledger is a technical utility for RimWorld (Biotech DLC) that provides a centralized database for tracking and locating genetic material currently present on the map.
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Gene Trader
Updated for 1.6 Adds a new orbital trader type for all your Biotech needs! Sells up to 10 genepacks, slaves, drugs, as well as archite capsules and torpor capacity serums. I was tired of waiting for exotic goods just for them to have a measly choice of 1 to 3 genes to choose from
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Global Learning Affects Learning Rate
Makes Biotech's "Learning Rate Factor" stat be affected by the "Global Learning Factor" stat if it isn't already.
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Necrogene (Continued)
Original mod by DimonSever000 If the original author requests it, I will remove this update.
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Random's Gene Assistant
While running my own 100% ethical gene farm, I found it difficult to keep track of which genes I had extracted and which ones were still needed.
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Slurmpy's Auto-Deathrest (1.5, 1.6)
This mod forces pawns to auto-deathrest when it hits a defined threshold.
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Technology Helps Children Learn Fast
This mod adds learning rate increases to the learning assistant (if you have Royalty), and the neural supercharge (if you have Ideology).
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Tribals Always Sell Slaves
This mod makes tribal settlements always sell slaves, unless their ideology prohibits it.
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Worldbuilder
Compatibility Made compatible with RimHud Made compatible with Colony Groups Made compatible and integrates with World Tech Level Anything in my modpack Should work well with most other stuff too Frequently Asked Questions Save compatible?
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[1.5-1.6] Custom Xenotype Exporter Tool
I decompiled the original mod's code, opened it in Visual Studio, and right-clicked errors until it compiled.
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[1.6 Fork] Xenotype And Ideology Buttons TitleScreen
This mod adds 2 buttons to the main menu, 1 to go to the xenotype editor and 1 to go to the ideology editor.
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[FSF] Meditation Freedom
Description In the Royalty DLC when it comes to meditation people are allowed only specific types of meditation depending on their traits and backgrounds.