RimWorld

RimWorld

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EBSG - Anomaly Genes
   
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Mod, 1.5
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3 Jul @ 11:50am
3 Jul @ 11:53am
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EBSG - Anomaly Genes

In 1 collection by alite
Expanded Biotech Style Genes
25 items
Description
Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

This mod adds some basic Anomaly based genes to the game for players to pick from. 8 of them alter how quickly and efficiently the pawn can study anomalies, 9 of them impact how quickly the carrier can suppress anomalies, and two of them add a special hediff from the DLC (inhumanized and void born). The Void Born gene requires archites be visible, is placed next to the inhumanized gene, and will be available even if you do not have Expanded Archite Genes.

IMPORTANT NOTE: Both Inhumanized and Void Born require the EBSG Framework. This mod will still work without the framework, you just won't have those two genes available. If you do have the framework and can't find the genes, make sure you have ignore restrictions active, and are looking in the EBSG - Anomaly section.

Why did I pick these names for the genes? Honestly, because I didn't really have any other ideas. The idea department had mostly burnt down before I started trying to figure out stuff for this one.

Included in Expanded Biotech Style Genes - All in One.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
8 Comments
CTH2004 9 Jul @ 2:14pm 
Cool!
pewpewdewd 6 Jul @ 8:08pm 
honestly not even gonna use this but i'm subscribing just for the fact one of the genes is called Absolute Heathen
alite  [author] 6 Jul @ 5:21am 
The way that the VEF version of hediff adding is coded causes the hediff to be added whenever any gene is added if the pawn has a hediff giving gene. For example, the test genes I used were the health genes, specifically the body part removal ones.

If a pawn had Missing Kidney, then had any other gene added through any method (dev mode, the EBSG gene randomizer, any gene injector methods other mods use, etc), then the hediff that removes a kidney would be added a second time, thus removing the second kidney.

My method solves that by requiring it be the gene itself that's added, so you'd have to gain the missing kidney gene twice to lose both kidneys that way. It's restrictive in its own ways since it uses gene classes, but I can fix those restrictions more easily.
CTH2004 5 Jul @ 9:01pm 
Ah, forgot Void Born was a hediff, not a trait!

Makes more sense now (:

And, what issues are those that you avoid?
alite  [author] 4 Jul @ 5:17pm 
Basic Rimworld doesn't have any method for adding hediffs to pawns via genes. VEF technically adds a method for adding hediffs, but it has certain issues that my method avoids.
CTH2004 4 Jul @ 4:25pm 
nice! quick question though: why do the Void Borne and Inhumanized (or is it just Void Born? I always have EBSG Framework active) reqrire EBSG framework?
Latex Santa 3 Jul @ 10:41pm 
Pretty cool, I'll try them out sometime.
Dogey90 3 Jul @ 3:55pm 
ok