Modding talk:Genotypes and Subtypes

Just To Clarify (Because MOST People Don't Know This). You CAN Give Different Subtypes Different Mutations Or Give Them The Ability For Cybernetics.

For Example, A Mod That Makes The Naphtaali Tribe Playable: Genotype.xml: <genotypes>

   <genotype Name="Naphtaali" MutationPoints="0" StatPoints="44" BaseHPGain="3" BaseSPGain="75" BaseMPGain="0" AllowedMutationCategories="" CyberneticsLicensePoints="0" RandomWeight="10" 
   DisplayName="Naphtaali" Subtypes="Role" Tile="Subtypes/Naphtaali_forager.png" DetailColor="g" BodyObject="Humanoid" Species="Naphtaali" IsMutant="false" IsTrueKin="true">

Using "IsTrueKin='True'" BUT Using "CyberneticsLicensePoints='0'" Removes Starting Cybernetics. (This Will Be A Problem Later)

Subtypes.xml:

<subtype Name="Biotechnist" Gear="Ashtrand_Naphtaali_Biotechnist_StartingGear" Tile="New_Naphtaali\Naphtaali_Biotechnist.png" DetailColor="R" CyberneticsLicensePoints="4">

Using "CyberneticsLicensePoints='4'", We Gave The Subtype Cybernetic Points. (But You Can't Use Them At Start, Which Isn't A Problem Unless You Want Starting Cybernetics)

Starting Mutations:

Subtypes.xml:

<subtype Name="?" Gear="?" Tile="?" DetailColor="?" BodyObject="?" BaseMPGain="2">

Using BodyObject, We Can Give Starting Mutations!:

Creatures.xml:

 <object Name="?" Inherits="?">
   <mutation Name="Esper" Level="1" />
   <mutation Name="Teleportation" Level="4" />
   <mutation Name="Telepathy" Level="1" />
   <mutation Name="LightManipulation" Level="4" />
   <mutation Name="Beguiling" Level="8" />
 </object>

There, You Have It! (It WILL NOT Show These As Selected In The Starting Mutations Menu, Doesn't Break The Game If You Select The Mutation Anyways)

Ashtrand (talk) 19:56, 11 August 2025 (UTC)

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