Hello, Karmdal, the creator of the mod here. Wanted to clarify that the xenotypes don't have an equal chance of spawning, the part where it says "100%" on every xenotype is a vanilla display error that i'll have to fix later. the xenotypes take more raid points the stronger they are, and stuff like the malice often appear only 5% of the time on raids. Once i learn vector art i will try to supply art for all of my xenotypes, thank you so much for doing this review and i will take everything you said into consideration, make sure to check other videos by Kingall, and until next time xenotype lovers.
Anytime Karm, glad to hear the spawn rate isn’t 100% for each xenotype, a small thing that make a big difference! I look forward to seeing the development of this mod and mods also made by you! ♥️
I'd recommend Xenotype Spawn Control. It will allow you to add any xenotypes from this mod to other factions and control the spawn rates of the added factions as well. Very handy tool.
Having a forced pyromaniac trait is a nightmare on harder diffculties, as pawns with that trait really love to set your base on fire while you're defending it. So in my opinion, the little cutie xenotype is absolutely useless. What a waste. :/
There's a pretty neat mod called Better Pyromania, I really like how it works: instead of random pyro mental break, pyromaniacs has a new need of seeing fire (not only wild one, also campfires torches etc.), so it could fit perfect lol
11:10 thats an interesting way to test it, certainly not the way i did, only graphical error i ever get is the cape always being too big for the pawns body, but thats an issue i always get no matter what mods
im surprised i didnt see anyone else complaining about it, and forgive me if this is a bad take im new too rimworld and playing my first ever modded run right now (all js vfe, combat extended, and rimcities) and i was thinking, it seems kinda useless that atleast like 2 or more of these are js knockoff hussars? these arent really NEW NEW xenotypes, just discount versions of the original ones, also adding a full 15 NEW XENOTYPES seems unnecessary and excessive too me.
As they say, variety is the spice of life, once you’ve played with the base game ones and vanilla ones enough, you’ll want to experience new ones with new ways to play. Your opinion is valid tho I get where you’re coming from. Enjoy your first modded run buddy!
I understand where you are coming from with the wanting him to not lean on the gene mods... however I have to disagree. Simply because there are already a lot of gene mods out there, and more than a few points of overlap of similar or nearly identical genes. I am hoping someone will make a mod like the old materials combiner mod, the one that would see two mods adding copper and make it 1 copper, for genes.
A good filler for a smaller vanilla-like modpack. Can't see it as anything else. Would not use it in a loaded modpack as it is just unnecessary bloat, especially factions - remember, you want 12, 14 at most, for a stable game (not counting mechs and insects in). I can see myself using them with "faction blender" while turning this mod's factions off, you know, for variety reasons. And yeah, valid point on OP xenotypes, but if you compare them to VRE mods - it's fair enough. VRE is quite OP (except saurids) tho.
I see no issue with the use of cosmetic genes from other mods, I most likely would be using those mods anyways, so I would not want content overlap on that level. No need for 6 types of the same genes, right?
14:00 Upset pyro = punching bag to train up the prison wardens / melee spec fighters with unarmed fighting. :D Most of my firestarters tend to pick up cauliflower ear (i.e. destroyed body parts) in my colonies. XD Also, leeches are actually still used in modern medicine. They can promote blood circulation and break up blood clots, and drugs have been derived from their saliva to treat high blood pressure. I was super surprised to learn this, but I think it's really cool. Re: your point about go-juice scarcity, I used to feel like that was a thing as well. But when I got back into RW, I decided to travel and trade more frequently. Depending on your nearest neighbors, it can be very easy/hard to trade neutroamine. As long as a nearby settlement has a chance to stock it, I just stack up all the crap apparel that I train up my apprentice/journeyman tailors/crafters on. Sell it off and trade for neutroamine by the hundreds or even straight go-juice. When the trade/crafting setup is solid, go-juice becomes trivial to source. So for the dependent xenotype, I'd treat it a bit like luci -- only keep as many of them around as I can reasonably support with my go-juice/luci sourcing.
Yeah I get that, but then makes like 2 of your colonists lives dependent on trading and if Randy gives you a hard time then who knows what’ll happen, one of those things that is easily fixed with a craftable neutromine mod!
@@Kingallhobos Our opposite views on this touch on the topic of human risk aversion in gamers. We like the feeling of having agency, control over variables. We hate losing stuff, losing progress, and not being able to have stuff that we know exists in-game. Once we know something can be had, we want to be able to acquire it on demand. I know that's why I rush microelectronics, then multi-analyzer and fabrication as a kneejerk instinct. I naturally hate being at the mercy of traders to get my industrial and advanced components. :P Having noncraftable stuff like neutroamine, luciferium, synthread, and hyperweave bothers a lot of us on a primal level. But after 4K hours in this game, I know that progression too well, so that's why now I'm challenging myself and mixing things up by deliberately embracing being dependent on trading. It's different and fun to allow myself to remain at the mercy of traders and other settlements on occasion. I too have the suite of mods that enable crafting RW's uncraftables. :D I'm just training myself to be comfortable with playing a RW story where I don't HAVE to have them in my control.
So....someone asking you to review a mod makes you go "NOPE! NOT GONNA REVIEW IT!" because you think somehow them asking you to review it means you don't have the freedom to choose what you review? Like you can't check out the mod and decide for yourself if you want to review it? How does that logic work?
@@Kingallhobos Do you honestly not get the difference between asking you to do something and TELLING you to do something? Sounds like you're just being contrarian for the sake of being contrarian.
@@Kingallhobos xeno, as in alien is not zeno. Ever hear of xenomorph or xenophobia? Also, I've never heard of any Rimworld player pronouncing mechinator the way you do. Not being fussy, just found it interesting how maybe people in other parts of the world talk differently
Hello, Karmdal, the creator of the mod here.
Wanted to clarify that the xenotypes don't have an equal chance of spawning, the part where it says "100%" on every xenotype is a vanilla display error that i'll have to fix later.
the xenotypes take more raid points the stronger they are, and stuff like the malice often appear only 5% of the time on raids.
Once i learn vector art i will try to supply art for all of my xenotypes, thank you so much for doing this review and i will take everything you said into consideration, make sure to check other videos by Kingall, and until next time xenotype lovers.
Anytime Karm, glad to hear the spawn rate isn’t 100% for each xenotype, a small thing that make a big difference! I look forward to seeing the development of this mod and mods also made by you! ♥️
is it easy to change the spawn rate of each xenotype (per xml)?
I'd recommend Xenotype Spawn Control. It will allow you to add any xenotypes from this mod to other factions and control the spawn rates of the added factions as well. Very handy tool.
I knew there was a mod that did this but I couldn’t remember what it was called! Thank you so much!
But is not updated, it still works with 1.5?
Having a forced pyromaniac trait is a nightmare on harder diffculties, as pawns with that trait really love to set your base on fire while you're defending it. So in my opinion, the little cutie xenotype is absolutely useless. What a waste. :/
Will take it into account for a following update, thanks for the feedback
I mean... just make your base non-flammable?
Forced pyro makes me sick to my stomach
There's a pretty neat mod called Better Pyromania, I really like how it works: instead of random pyro mental break, pyromaniacs has a new need of seeing fire (not only wild one, also campfires torches etc.), so it could fit perfect lol
People overreact on pyro it ain't bad
Plus the better Pyro mod is peak
Ngl your mod reviews have been the base of how I’m making my mod, planned on asking you to review it when it’s done 💜
Appreciate it! Maybe I’ll review it when it’s out!
thank for review mod iof karmis ❤👍
No problem!
11:10 thats an interesting way to test it, certainly not the way i did, only graphical error i ever get is the cape always being too big for the pawns body, but thats an issue i always get no matter what mods
Thank you, I’m sure the capes are one of the buggiest clothes in the game full stop honestly
im surprised i didnt see anyone else complaining about it, and forgive me if this is a bad take im new too rimworld and playing my first ever modded run right now (all js vfe, combat extended, and rimcities) and i was thinking, it seems kinda useless that atleast like 2 or more of these are js knockoff hussars? these arent really NEW NEW xenotypes, just discount versions of the original ones, also adding a full 15 NEW XENOTYPES seems unnecessary and excessive too me.
As they say, variety is the spice of life, once you’ve played with the base game ones and vanilla ones enough, you’ll want to experience new ones with new ways to play. Your opinion is valid tho I get where you’re coming from. Enjoy your first modded run buddy!
I understand where you are coming from with the wanting him to not lean on the gene mods... however I have to disagree.
Simply because there are already a lot of gene mods out there, and more than a few points of overlap of similar or nearly identical genes.
I am hoping someone will make a mod like the old materials combiner mod, the one that would see two mods adding copper and make it 1 copper, for genes.
Yeah totally get where you’re coming from!
A good filler for a smaller vanilla-like modpack. Can't see it as anything else. Would not use it in a loaded modpack as it is just unnecessary bloat, especially factions - remember, you want 12, 14 at most, for a stable game (not counting mechs and insects in). I can see myself using them with "faction blender" while turning this mod's factions off, you know, for variety reasons.
And yeah, valid point on OP xenotypes, but if you compare them to VRE mods - it's fair enough. VRE is quite OP (except saurids) tho.
Totally fair, can see the argument for bloat!
Can you do beyond our reach please
Maybe!
Are you mad!? Chicken Clucker's entire RH2 is some of the best rim mods ever created!
I am mad, a nutcase even. Will check out those mods as well!
I see no issue with the use of cosmetic genes from other mods, I most likely would be using those mods anyways, so I would not want content overlap on that level. No need for 6 types of the same genes, right?
Yeah fair point!
14:00 Upset pyro = punching bag to train up the prison wardens / melee spec fighters with unarmed fighting. :D Most of my firestarters tend to pick up cauliflower ear (i.e. destroyed body parts) in my colonies. XD
Also, leeches are actually still used in modern medicine. They can promote blood circulation and break up blood clots, and drugs have been derived from their saliva to treat high blood pressure. I was super surprised to learn this, but I think it's really cool.
Re: your point about go-juice scarcity, I used to feel like that was a thing as well. But when I got back into RW, I decided to travel and trade more frequently. Depending on your nearest neighbors, it can be very easy/hard to trade neutroamine. As long as a nearby settlement has a chance to stock it, I just stack up all the crap apparel that I train up my apprentice/journeyman tailors/crafters on. Sell it off and trade for neutroamine by the hundreds or even straight go-juice. When the trade/crafting setup is solid, go-juice becomes trivial to source. So for the dependent xenotype, I'd treat it a bit like luci -- only keep as many of them around as I can reasonably support with my go-juice/luci sourcing.
Yeah I get that, but then makes like 2 of your colonists lives dependent on trading and if Randy gives you a hard time then who knows what’ll happen, one of those things that is easily fixed with a craftable neutromine mod!
@@Kingallhobos Our opposite views on this touch on the topic of human risk aversion in gamers. We like the feeling of having agency, control over variables. We hate losing stuff, losing progress, and not being able to have stuff that we know exists in-game.
Once we know something can be had, we want to be able to acquire it on demand. I know that's why I rush microelectronics, then multi-analyzer and fabrication as a kneejerk instinct. I naturally hate being at the mercy of traders to get my industrial and advanced components. :P
Having noncraftable stuff like neutroamine, luciferium, synthread, and hyperweave bothers a lot of us on a primal level.
But after 4K hours in this game, I know that progression too well, so that's why now I'm challenging myself and mixing things up by deliberately embracing being dependent on trading. It's different and fun to allow myself to remain at the mercy of traders and other settlements on occasion.
I too have the suite of mods that enable crafting RW's uncraftables. :D I'm just training myself to be comfortable with playing a RW story where I don't HAVE to have them in my control.
So....someone asking you to review a mod makes you go "NOPE! NOT GONNA REVIEW IT!" because you think somehow them asking you to review it means you don't have the freedom to choose what you review? Like you can't check out the mod and decide for yourself if you want to review it? How does that logic work?
The same way as when someone tells you what to do and you therefore don’t do it
@@Kingallhobos Do you honestly not get the difference between asking you to do something and TELLING you to do something? Sounds like you're just being contrarian for the sake of being contrarian.
@foxxknight8847 No, dont you know when someone says something like "could you vacuum here?" And you were about to do it but now you dont want to
@@Ohhsiggma No, because I'm a grown up and not a petty child.
@@foxxknight8847you sound like one
i love your videos 69
Thank you so much!
Did you know that the genes in question are called xenotypes, not zenotypes?
Respectfully, xenotype is pronounced zenotype. I’m sorry my accent means it’s not the perfect pronunciation
@@Kingallhobos xeno, as in alien is not zeno. Ever hear of xenomorph or xenophobia? Also, I've never heard of any Rimworld player pronouncing mechinator the way you do. Not being fussy, just found it interesting how maybe people in other parts of the world talk differently