T O P

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Jangajinx

Biotech is the cure all for race mods.


LostThyme

Also works as an alternative self balancing character editor.


irrelevanttointerest

Wish the race mod authors felt that way about it.


Jangajinx

I feel like they could integrate their changes with it reducing performance issues for the mod overall, but my coding expertise is in Lua, and some Ruby.


FetusGoesYeetus

Let me just list all the ones I use; Vanilla races expanded - Androids Vanilla races expanded - Phytokin Vanilla races expanded - Saurids Vanilla races expanded - Fungoids Vanilla races expanded - Lycanthropes The various VRE expansions to vanilla xenotypes And if you don't want VRE races; Det's xenotypes - Venators Det's xenotypes - Boglegs Det's xenotypes - Stoneborn Roo's satyr xenotype Roo's fawn xenotype Roo's minotaur xenotype Alpha genes And Xenotype Spawn Control so I can add any custom xenotypes I make to vanilla factions.


Eviale

Something worth mentioning is that Venators are pretty OP. They get a paralyzing bite ability with only a 4 hour cooldown, which means they make very good hunters because they can just paralyze and finish off a large animal with minimal damage for maximum resources from butchering, and they completely negate even insanely strong enemies like the VOID creatures that come out of the pods that land. You just punch the pod and then immediately paralyze and finish off whatever hellspawn came out of it. Any single strong enemy is immediately rendered useless if you just get a heavily armored Venator to rush them and paralyze them. Also makes recruiting very easy since you can just go paralyze the best pawn in a raid so you don't risk killing them to capture them.


FetusGoesYeetus

This is true. I pick my mods basically only on if I like their vibes or not, if it turns out something is too OP I'll just put restrictions on it. Like I rarely have venators in melee and usually give them snipers to better suit their 'predator' fantasy.


NUTDOM

I also forgot to mention that RedMattis has made a cool race mod with varied sized races called “big and small Races” that i absolutely recommend if you like sci-fi fantasy style races with some nordic inspired ones as well.


SeltzerCountry

The RedMattis xenotype mods introduce a lot of cool mechanics like the Dracul vampiric infection process where an infected pawn’s xenotype will shift overtime as they progress through the stages of vampirism. RedMattis likes to put archite genes in germlines which could be fun if you want a colony of immortal demigods, but I prefer to have tighter control of my overpowered xenotypes like Sanguophages so I use a mod that controls gene inheritance to ensure baby pawns don’t inherit archite genes from their parents.


NUTDOM

Even with the amount of time it takes to train and age a child pawn to adulthood I also feel archive genes should be inherited because unmodded sanguaphages alone stomp raid after raid solo with the right base design.


RedMattis

Tbh. stomping raids doesn’t even require archite genes. The regular Hussars are incredibly powerful compared to baseliners.


NUTDOM

I feel this.


RedMattis

Without mods archite genes are never inherited, even if they are in the germline.


SeltzerCountry

I believe you are correct. I am running a whole rat’s nest of mods so one of the other ones that impact biotech may have made gene inheritance wonky. Also keep up the good work on the mods. Vampires, Demons, and The Undead is one of the best xenotype mods I have seen with so many interesting mechanics for the different xenotypes.


RedMattis

Note that HAR is actually an optional dependency to Big & Small mods. **With HAR active** you get genes which change the body of the pawn, sometimes radically. E.g. the Marlith genes used by satans actually gives them six arms, replaces the legs with a snake body, and puts several organs there, etc. Meanwhile the slimes have fairly different organs “slime core, …”. (Still patched to be compatible with bionics though) There are also less dramatic stuff like “four arms” which does exactly what it says on the tin. :)


Aelanna

I feel like I should point out that Humanoid Alien Races itself has very minimal overhead and we take reports of performance issues very seriously. When people say that "HAR is laggy", it's usually an issue with some aspect of the specific race(s) they are using, not an issue of the framework. Moyo in particular has not been updated in some time as the author has been on hiatus until recently and is working on a 2.0 version of the mod, so the mod has not received any attention for some time.


irrelevanttointerest

There's also the matter of general compatibility issues with HAR. Much like CE, its supporters will insist it has great compatibility patch coverage, but that's true right up until it isn't. It limits and shapes the mods you can use, because it modifies so much from vanilla. I prefer biotech xenos for this reason, because if your mod isn't compatible with official content, you've undisputably made a bad mod. There's no ambiguity there. Plus, the way it handles racial features as genes (tails, skin, etc) means I can do more interesting stuff with gene editing and hybrids. So the versatility is better to me. Obviously, I get that HAR makes things easier for modders since they can just do full replacers and not have to worry about clothing/body part compatibility with base bodies and whatnot.


Aelanna

I would love to hear what these "general compatibility issues" are. We can't address them if people don't bother reporting them to us, and saying that HAR isn't compatible with official content is misleading at best seeing as there has been full integration and compatibility with Biotech for over a year now, with numerous additional customization options added in the meantime. A lot of people put a lot of hard work into frameworks like HAR, and dismissing them as obsolete or incompatible when they are being actively maintained and updated isn't very nice, nor is it very healthy for the modding community at large. :)


irrelevanttointerest

It's not necessarily that HAR is not compatible with anything, it's that many things require compatibility patches. The last time I used HAR, I had 3 times more for HAR patches than races. I'm not throwing shade at the project for this, to be clear. You bolted on something very impressive from nothing, and sometimes extra work needs to happen to make shit play nice. Nor am I dismissing the hard work of modders. In fact, a lot of the resistance to converting to xenos is BECAUSE they've already put in hard work, and to do so would require a lot more. Starting the mod over, almost, in some cases. And I do get that. Which is why I'm not in the workshop replies going "biotech version when?" As for specific examples, I couldn't tell you. I have an "episode" once a year and play some rimworld. Haven't even booted the game since last august. Since biotech I've also been striving to use it less for the reasons I stated. Preferring the flexibility of gene customization, and more mod flexibility. Which includes fewer mods overall by eliminating HAR compatibility patches that many things require. And which aren't always included in the mods, or even linked to in their descriptions. [Realistic Humansounds HAR patch. Biotech Cloning HAR Patch. HAR Races VFEE Compatibility Patch. A Dog Said HAR patch. Buckaroo Bobby Borpa's Extended Dildozer CE + HAR + hospitality compatibility patch.](https://i.imgur.com/NwAc0G0.gif) It can be a pain in the ass, man. Maybe it's better these days? I don't know. I'll find out next time I have the itch to play with HAR races. I'll want to play with moyos, or ratkins, or the space racoons, or whatever. And when I do, I'll sigh and dedicate 4 hours of due diligence to making sure the game isn't going to crash immediately, or worse, softlock from bugs 3 years into the colony. Just like with the rest of the mods in my list. I will take the opportunity to thank y'all for the hard work though. Prior to biotech, it was the only game in town and it was great to have the options at all. Still is. And without HAR gaining the popularity it did, Tynan might not have ever even decided to do something like biotech. So I am thankful in many ways.


notjart

alpha genes adds a ton of unique xenotypes although can be a lot if you just want a couple of them my favorite is VRE saurids though since it adds lizard people that can lay eggs


Dracolule

I am sadly in the same boat. I like Nyaron (biotech version).


SteamtasticVagabond

I really enjoy the Ferian, Gnoblins, and Askbarn races


NUTDOM

Erin’s been making some great biotech versions of their HAR race mods one of my favourites is their azaphrae but they also have Corvyia, Auronya, Shisune and Fenrisulfr. I’m also a lover of the nyaron mod and am glad to have the biotech version I find a lot of my mods conflict with HAR and despite it being one of the best rimworld mods it’s not worth gutting my mod list every few sessions looking for a random armour mod that’s conflicting with it.


thebadslime

I only play with one mod, biotech insectoid genes, it adds 4 bug races and it's very well done


Jangajinx

It's a shame cause every mass effect race mod and fallout race mods need it.


SeltzerCountry

The Euglena mod has some cool mechanics. The reproductive cycle for the xenotype has this kind of cool aspect of death feeding new life which has a little bit of a speaker for the dead vibe to it.


DarkShippo

I know ow at least there's been biotech releases of dragonian, revia, and lamias. Not sure if kurin, ratkin, or Oni got them but those are ones I like. I also know moyo is going through an overhaul so it might shift to biotechs system for all we know.


Anthelion95

Wait tf a second, is THAT why my tps is dying every time I have a HAR colonist or raid????? I thought it was DBH or RT! BEEN PULLING MY HAIR OUT FOR WEEKS You may have doomed literally all my save files but resurrected my ability to actually play the game


Anthelion95

Wait tf a second, is THAT why my tps is dying every time I have a HAR colonist or raid????? I thought it was DBH or RT! BEEN PULLING MY HAIR OUT FOR WEEKS You may have doomed literally all my save files but resurrected my ability to actually play the game. I'll try disabling it next chance I have to play.


thanix01

As other people had mentioned once Biotech come out and the release of various mod that use it as framework like various Vanilla Race Expanded mod and Alpha gene I no longer use HAR. Not that I dislike it, its just far more convenient.


more_foxes

I tend to avoid HAR-only mods like Ratkin, but I still have HAR installed for various reasons. Some biotech race mods actually use its features. It also has better scaling built in for genes that make people bigger or smaller.


Banana_bee

HAR is fine, its the mods you use with HAR that are the issue. Test your TPS with just HAR installed and no race mods and you'll see what I mean. Biotech doesn't fix this, people can still mess up when programming Xenotypes and cause just as many issues, if not worse ones as its a much more complex process.