RimWorld

RimWorld

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Q's Biotech Patches
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Mod, 1.4
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511.057 KB
29 Oct, 2022 @ 4:36pm
2 Nov, 2022 @ 1:02pm
4 Change Notes ( view )
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Q's Biotech Patches

Description
Introduces some patches to Biotech behaviors, and adds some precepts centering new Biotech mechanics.

Like what I'm doing? Buy me a coffee![ko-fi.com]

This mod should be save-game compatible, but please file a bug report in the discussion below if you encounter any unexpected behavior.

Disclaimer: I've done my best to test these changes and as many edge cases as I could think of, but I have not tested this mod rigorously in actual gameplay. If it causes problems, PLEASE let me know about them in the bug report discussion below and I will fix them ASAP.

Core functionality changes
  • Children born into a tribal colony now have the natural meditation focus.
  • The xenotype of the "Wanderer joins" ritual reward is selected randomly from the xenotypes of the ritual attendees.
  • Genemodding now counts as a body modification for the purposes of the body modder trait and transhumanist ideologies. However, the presence of a xenogerm only counts as one modification, no matter how many genes are inside it. Subsequent implantations are not currently counted as "new" modifications.

New precepts
Xenodiversity
Xenodiversity is a measure of the number of different xenotypes in your colony. Pawns following bigoted ideologies are peeved by the presence of xenotypes other than their own within the colony, and receive a mood bonus when the colony's xenotypes are uniform. Pawns following progressive ideologies receive modest mood bonuses as the colony grows more diverse.

Growth vats
In vanilla, colonists disapprove of growth vats by default. They get a bit sad when their children are in them. The growth vats precept supplies two alternative options aside from the default of disapproval:
  • Colonists who abhor growth vats will be devastated if their child is put in one, and will become uncomfortable if growth vats are constructed in the colony.
  • Colonists who prefer growth vats will get worried if their child is not in a growth vat, and once their expectations are moderate, they will become uncomfortable if there are no growth vats constructed in the colony.

Birth control
This is a higher impact precept. It is not set by default, but you can select birth control preferred or birth control prohibited.

Pawns who prefer birth control will get a bit anxious if they have not been sterilized. Once they are, they receive a modest mood bonus.

Pawns who prohibit birth control will refuse to perform birth control procedures. If one is forced on them, they will experience a powerful mood debuff until the procedure is reversed. Terminating the pregnancy of such a pawn will also result in a strong negative mood effect. These pawns harbor negative opinions towards pawns who have terminated their pregnancies.

Frequently asked questions
Q: Can I add this mod to my game mid-save?
A: Yes.

Q: I don't like your precepts. Can you release them in a separate mod?
A: No, sorry. This would break too many people's games at this point. But you can turn them off yourself in the mod settings. Doing this mid-save will throw a lot of errors the first time you reload, but they should be harmless.

Planned future changes
  • Precepts related to sanguophages and hemogen pack extraction.
  • Negative mood effects for body purists who undergo gene implantation.
  • Negative opinion modifiers among those who prohibit birth control for surgeons who perform pregnancy terminations.
  • Counting subsequent gene implantations as new body modifications.
  • Pollution-related precept.
  • Gene-harvesting precept.
  • Organ harvesting precept allowing harvesting and selling from pigskins only.
  • Cannibalism precept allowing cannibalism and butchering of pigskins only.
  • Mechanoid connection precept.
  • Potentially a meme relating to childbirth and rearing.

Credits
  • Thank you to flango for the Toggleable XML Patches.


Changelog
2022/10/30
  • The precepts introduced by this mod are no longer strictly required by any memes. Some precept levels may still require specific memes in order to be selected.
  • Fix: Anima Tree linking ritual gizmo disappeared.
  • Fix: Debug log spam about children in vats.

2022/11/01
  • Fix: pawns of custom xenotypes are not generated by the "Wanderer joins" ritual reward.

2022/11/02
  • Added toggles in mod settings to disable precepts and to disable gene modding counting as body modding, if you disagree with those.
  • Fix: vanilla growth vats thought was still applying
Popular Discussions View All (2)
29
21 Nov, 2022 @ 10:37pm
PINNED: Suggestions & Feature Requests
urhähnchen
15
20 Nov, 2022 @ 7:43pm
PINNED: Bug Reports
urhähnchen
187 Comments
paraDiXson 22 Sep @ 5:38am 
What about "Children born into a tribal colony now have the natural meditation focus"? Still seems not to be implemented in vanilla.
McRib Beast 15 Sep @ 12:24pm 
holy shit this is fucking amazing
chainlinc3 4 May @ 8:33pm 
For all those who are fishing for desired xenotype rituals... Try this.
https://steamproxy.net/sharedfiles/filedetails/?id=2973997911
I haven't tested it much myself, but it's better than nothing.
Spartan Lemonade 27 Apr @ 8:01pm 
the way to have rituals send pawns of the desired xenotype is sorely missed
jckrg 20 Apr @ 10:01am 
I personally use it for the non randomized xenotype joining whenever i have a ritual
urhähnchen  [author] 13 Apr @ 7:27am 
@Turambar - not everything, no, but the mod is mostly redundant. that’s why it’s unlisted. but i’m happy to port specific features from it forward if you answer the question.
Turambar 12 Apr @ 4:05am 
If you depreciate this mod, maybe put it somewhere in the description? Anyway, thank you for it!
Turambar 12 Apr @ 4:04am 
All the changes and the new precepts have been integrated into Vanilla?
urhähnchen  [author] 11 Apr @ 10:20am 
@Turamvar - what features from this mod are you still using? most of this has been integrated into vanilla.
Turambar 10 Apr @ 3:37am 
Any update planned for 1.5?