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- WVC - Xenotypes and Genes addon

WVC - Xenotypes and Genes addon
About This Mod
Maud adds more than 200 new genes, as well as several heterotypes. Some of them have a slight impact on the game, others - significant. Almost all genes can be found in gene packs.
The nipple needs little food, but the drowsiness increases. They don't have nervous breakdowns, and they can't work at all. They do not age, grow very quickly, and their health leaves much to be desired. The only thing they can be useful for is experimentation.
Fluffy - they need a lot of food, are able to grow lost limbs, have excellent armor, do not experience nervous breakdowns, are immune to toxins, have innate mechanical connections. They are most often sub-genotypes of soothers and inherit a number of disadvantages from them. Most of their skills are virtually unattainable, and the best role for them is that of a mechanical combatant.
Trovex - requires a lot of food, can move around quickly, extinguish fire, and can also make mechanical packaging. They are not very suitable as combat units, but are very useful as artisans, gardeners, or ideological leaders. They don't breed in the usual way, they have special abilities to do so.
Twilight hunters have 3 genes that determine their strengths. Their skills are little changed, for example, cooking is not their strength. They are susceptible to disease, do not age, are defenseless against the sun, are intolerant of people who are different from them, and, most importantly, because of their genes, they are also excellent fighters and psionics.
Runes need little food, but they sleep well, are highly immune, and are not at risk of food poisoning. They move very slowly and are completely useless in battle. But they have the ability to summon and control golems, which negates their disparate weaknesses altogether.
Golems are very slow, eat little, and do a lot of damage. They are immune to most diseases and do not age, but have weak health reproduction and weak mental sensitivity. These are usually runex subsenotypes, which somewhat change the approach to golem management.
They always have seven undead random genes. Hunger, immunity, speed of movement, reproduction, and efficiency are always optional. What unites them all is their incredible vulnerability - they are very vulnerable in battle. But this is compensated by their relative immortality - each death takes 5 years of their life, and at some point death becomes irreversible. They can animate the dead by turning them into their own.
Golems are several types of multitasking mechanoids. A new type of mechanoid has been called a herd bond using the new gene. They do not require recharging, and their overall speed depends on the mental sensitivity of the operator. The golem has a soft limit, and mortality increases after a period of time (1 to 5 days). The initial level of this restriction is 0, increased by genes or ideology (DLC ideology), or shrine (DLC Loyalty). This limitation does not apply to the total number of golems, but applies individually to each individual. That is, if the limit is 1, the mechanic can control 1 golem for each type at the same time.
Maud adds a total of three new gene sets and four types of xenotype sera.
Gene kit and serum
Maud is also adding 3 new genopacks. Gene packets from the Mod only generate genes from the mod.
W-pack - it only generates ordinary genes.
Ultrapack produces both typical and normal genes, or a combination thereof.
Only Mechapak arsite genes are generated.
Gene packets can be found from all sellers of vanilla gene packets (they do not replace the appearance of vanilla gene packets).
Xenotype serum:
The mod contains 4 different heterologous sera. Basic, hybrid, customized and hybrid-customized serum.
Xenotypic serum (name) is the base serum that changes xenotype according to the name. If the heterologous type is not inherited, the germline is not overwritten, and thus a hybrid heterologous type can be created.
Hybrid serum (_name) is a hybrid serum that produces 2 heterologous types, for the germline and heterologous types, respectively. The name indicates a guaranteed xenotype.
Xenotypic Serum (Custom) is a special serum that creates a random xenotype that you create yourself. Be careful: if there is no suitable heterologous form, the basic rules for serum are used.
Hybrid (custom) serums are hybrid serums that produce 2 heterologous types across the germline and heterologous genes. The Xenotype is selected from the ones you create. Note that there must be 2 suitable heterotypes at the same time. One is inherited, but the other is not.
Whether a xenotype is considered appropriate depends on the mod list and version of the game. Please note: Be sure to re-save your custom xenotypes when changing the mods list or updating the game.
There are also several additional sera that have slightly different mechanisms of action:
Gene-reconstitution serum - after use, the serum eliminates the effects of repeated gene transplantation.
Xenon neutralizing serum. Remove all genes and restore the xenotype to its base value.
Xenotype Regeneration Serum (any_xenotype) - Revitalizes the fresh corpse and changes its xenotype. Heterologous forms are listed in the serum name.
Known Issues
Starting game too long:
If the list of mods (more than 300 mods) with a huge number of heterogeneous types is too large, you may have problems starting the game for a long time. If you encounter this problem, turn off the serum in the fashion settings.
This is because different serums are created for each heterologous type at startup. If you don't want to turn them off completely, use the xenotype filter settings to leave only the xenotypes you need.
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