RimWorld

RimWorld

More Biotech Style Genes - All in One
134 Comments
Kokorocodon 13 Oct @ 11:57am 
can I collect chromosomes?
FrAmed46 29 Sep @ 5:37am 
ok thanks, I'll add this to reduce total mod count then
Alite  [author] 29 Sep @ 5:09am 
If you mean replacing one of the individual mods with this one, it shouldn't cause any issues. It doesn't work as well the other direction due to how Rimworld saves the game.
FrAmed46 29 Sep @ 2:04am 
and in general, what happens if i already have an included mod in?
FrAmed46 29 Sep @ 1:55am 
i already have the aptitude genes ingame and have gotten a few, what happens if i add this?
Alite  [author] 4 Sep @ 6:47pm 
The AG mutators should contain all of these genes automatically. The randomizer that superhero genes uses isn't quite the same as it pulls from a static list of potential gene combinations. if you want to use xenotype exporter you'll have to probably have to rely AG's mutation gene.

If you want it to be more specific about what is available then the EBSG framework also contains the randomizer hediff comp that SHG uses, so with a little bit of xml work you can make new randomizers. The randomizers can't access anything beyond their list, so it won't work if you want a truly random mutation similar to AG's. I'm not planning on adding anything like that to any of the BSG mods because I feel that it doesn't particularly fit in well with the general goal of these mods.
Dr Jimothy 4 Sep @ 3:59pm 
Your Superhero Genes mod's pills give me a bit of an idea...

Mutation Genes
Mutation Gene Type 1: Single-mutation. Disappears on causing a mutation, and so only causes a single, permanent mutation.
Mutation Gene Type 2: Daily mutation. Similar to catastrophic mutation in Alpha Genes, but only adds/replaces a single gene each day.
And then there'd be a separate mutation gene of both types one and two for different stat offsets, each skill offset, cosmetics, "actual random" (both archite and non-archite versions), etc.
Combined with Xenotype Exporter, it'd give players a lot to play with regarding controlled randomness. Almost like Genetic Drift if it let you specify only a single xenotype to be subject to mutations.
Alite  [author] 24 Jul @ 8:05am 
It should be safe to add mid-save, but the genes will be difficult to get mid-save due to how many there are.
matsgudmunds 24 Jul @ 8:02am 
can you add this in the middle of save
jergokhan 1 May @ 12:32pm 
yooo we we have the same pfp lol
Alite  [author] 20 Apr @ 1:58pm 
Children can Learn Fast adds the learning stat directly to the Study Genes.
mashirogod 20 Apr @ 12:57pm 
este mod no perjudica o inabilita la educacion de los niños en biotec??
Alite  [author] 12 Apr @ 4:35am 
That's a good idea. I'll add it to my list. Probably going to close the poll today to open the forum post.
PeterMX 12 Apr @ 12:29am 
Blood spew. It creates a mess and makes the user lose a bunch of blood.
Alite  [author] 11 Apr @ 2:52pm 
I do currently have a poll about making an Expanded Biotech Style Abilities mod on my discord server, but the largest qualifier on that one is that I don't really have any interesting ideas to implement for it right now, so in the likely event that the poll results in a yes, there will be a forum post on my discord server where everyone can pitch ideas for the gene linked abilities to add to the mod.
PeterMX 11 Apr @ 1:17pm 
I was wondering if you could make some sort of liquid spewing genes like in alpha genes?
Alite  [author] 9 Mar @ 4:53pm 
Released a complexity balancing update. A lot of my earlier genes I hadn't really decided on a constant theme for complexity, so a lot of them were all over the place. This update lowered the complexity of many of the more metabolic genes by 1-2 points (a couple of them ended up dropping 3 points).

Also, apparently past me just outright forgot to add a complexity for some of the genes, so they were defaulting to 1 for all of them (like cell stability and happiness genes). Past me has been reprimanded, and those genes have complexity now.
Alite  [author] 24 Feb @ 12:21pm 
For anyone interested, I have a Discord poll [discord.gg] running at the moment regarding if I should make a More Biotech Style abilities mod. At the moment, I don't really have any big ideas for it, so if enough people respond yes to the poll, the server will also end up being a good place to pitch ability ideas you think would work well for the Biotech Style series because I'll be making a forum post to make a collection of them.Since the few ideas I have for it are boring, any input is appreciated.
Alite  [author] 22 Feb @ 4:26am 
What do you mean when you say you can't add that last gene?
unamed 21 Feb @ 6:40pm 
can't
unamed 21 Feb @ 6:39pm 
dang i can add that last gene
ASMR gaming 13 Dec, 2023 @ 10:26pm 
ive got gene mods that add 2000 odd new genes to my game, amazing, though there are some clashes, but not many
deltaplays010 26 Nov, 2023 @ 9:55am 
my genepool already has +400 genes. i don't see why i shouldn't add another 200
B flat 26 Oct, 2023 @ 11:00pm 
I love your mods. The don't add any weird mechanics, all of them are useful, they have nice vanilla style icons and they are compatible with VE.
The Dragon 26 Oct, 2023 @ 4:38am 
awesome! thank you
Alite  [author] 26 Oct, 2023 @ 4:36am 
probably? While I haven't tested it, all of the code is xml, so you should be fine.
The Dragon 26 Oct, 2023 @ 4:11am 
does this work in multiplayer?
Alite  [author] 20 Oct, 2023 @ 4:39am 
1. I didn't do addiction chance genes since there wasn't really a good way to make them fit with everything else. To quote the devs on why they didn't include addition sensitivity "Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty"

2. EBSG(link in description) has genes related to influencing mental break threshold, and this mod adds mildly aggressive, which slightly increases the chances of violent breaks. I'm not planning on making other violent break genes because that gives a full spectrum.

3. I'm not planning on making genes that limit other mental breaks since there aren't really other mental breaks that have the same potential to have long-lasting impact like aggressive genes.
Slyuxx 19 Oct, 2023 @ 7:20pm 
Hey are there genes that affect a pawn's addiction chance? And is there a possibility we can have genes related to mental breaks? Say some genes make pawn have more or less violent breaks. Or pawns might only do one break everytime based on their genes. Keep up the great work.
Newguy12354 12 Oct, 2023 @ 4:18pm 
Thank you for the quick reply! Looking forward to it.
Alite  [author] 12 Oct, 2023 @ 2:58pm 
I'm planning on making something like that in Expanded Biotech Style Genes. It's been delayed several times for other sets, but it is planned.
Newguy12354 12 Oct, 2023 @ 11:24am 
Small request if possible:
Would it be possible to add a gene that adds a passion to a skill and either no skill bonus or very small (+2/+4) skill bonus?
I'd like to have certain xenotypes to be inherently passionate about something, but not necessarily immediately good at it.
Alite  [author] 4 Oct, 2023 @ 7:19am 
I didn't know it was actually in the game originally, though I also didn't really start making mods until half a year ago. Feel free to let me know if you find some issues. I've been known to accidentally break things on occasion.
Brumm Bär 4 Oct, 2023 @ 7:10am 
never mind what i talk about got removed from base game a good while ago
(haven.t played for like a year)
thx anyway for your great work
Alite  [author] 3 Oct, 2023 @ 2:52pm 
I am also referring to the mood genes. I cannot find anything in the gene code, trait code, or thought code that would result in the trait being suppressed. I would double check your modlist to see if you have something installed that adds that functionality so I can add compatibility with it.
Brumm Bär 3 Oct, 2023 @ 1:44pm 
nah i talk about the mood genes
the vanilla once suppress depresive

i ask is ther a reason they aren.t supressed anymore ?
Alite  [author] 3 Oct, 2023 @ 4:18am 
1: If you're referring to the hemogenic gene, it's right after all the hemogen regeneration genes.

2: This is a vanilla thing. I believe Ludeon wanted them to not suppress traits to allow for more variation between generations.
Brumm Bär 3 Oct, 2023 @ 3:01am 
or is ther a reason it doesn.t supress them ?
Brumm Bär 3 Oct, 2023 @ 12:38am 
did this mod remove the sanguine gene ?
mhhh if so why doesn.t positive genetic joy not supress negative mood traits ?
(and vise versa?)
Alite  [author] 17 Sep, 2023 @ 3:36pm 
I have updated the mod to have Very High, Super, and Hyper Libido give the initiate loving ability.
Alite  [author] 17 Sep, 2023 @ 3:26pm 
I was not aware that they tied a skill to the gene. I'll try to upload a fix to this issue as soon as I can.
[H.M] Hellfire 17 Sep, 2023 @ 3:07pm 
i do know some genes from here are supposed to replace other but this ucrrently makes the "innitiate loving" skill imposible to get
[H.M] Hellfire 17 Sep, 2023 @ 3:03pm 
so it seens the libido genes in this mod are replacing the libido genes from the highmate mod for some reason

so as long as you use it you cannot actualy use genes like "high libido" from the high and low mates
Alite  [author] 17 Sep, 2023 @ 7:15am 
If you're just looking at the pawn stats, the game doesn't change what the curve itself shows for shooting accuracy. It makes separate line items for the accuracy factors. Now that I'm looking at it I notice I made a mistake with the close range, but that only impacts shots made within 3 tiles. I'll upload that fix shortly.
Stoner 17 Sep, 2023 @ 6:53am 
well my pawn with very farsighted has a 2% shooter accuracy above 12 tiles distance while having normal accracy within 12 tiles. so maybe there is a switchero in the backend code
Alite  [author] 17 Sep, 2023 @ 4:35am 
Please double-check that you're not looking at very nearsighted. When I look at very farsighted it shows a *10% short accuracy, and a *25% medium accuracy.
Stoner 17 Sep, 2023 @ 2:02am 
Very farsighted seems has the effect of nearsighted i guess (normal accurcy within short or closer range but cant hit shit medium or longer)
Alite  [author] 22 Aug, 2023 @ 11:33am 
I made a mod(link in description) that adds a few xenotypes that use these genes, but for the most part they will only appear in genepacks and custom xenotypes.
ItsJustNix 22 Aug, 2023 @ 9:42am 
can these spawn premade xeno's?
Alite  [author] 15 Aug, 2023 @ 12:48pm 
That's alright. If you have any other issues feel free to let me know here or on the discord server!