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Cyanobot's Genes
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
31.429 MB
17 Nov, 2022 @ 12:18pm
29 Aug @ 4:31am
50 Change Notes ( view )
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Cyanobot's Genes

In 3 collections by cyanobot
Cyanobot Plays 1.5 - Genes and Xenotypes
53 items
Original Mods by Cyanobot
16 items
Cyanobot Plays 1.6 - Genes and Xenotypes
67 items
Description
Mod Content
Around 100 new genes, cosmetic and functional. In 1.6, the xenotypes have been split off and will be appearing soon in their own mods.

Find the full documentation here[docs.google.com].

Highlights
Bodyfeeder

Reduced hemogen from normal sources, but greatly increased hemogen from consuming human flesh, especially fresh and raw. Hemogen withdrawal is worse, resulting in insanity and eventual death. Special mental break during hemogen withdrawal where the affected pawn will hunt other pawns and eat them alive.

Darkling
(Anomaly required)

Grants immunity to Unnatural Darkness. Does not grant immunity to Noctols.

Diet genes

Strict Herbivore: Can only get nutrition from plant matter. Will get sick fast from eating meat/animal product. Can eat hay (but won't enjoy it).
Herbivore: Reduced nutrition from meat/animal products and will get sick if they eat too much.
Carnivore: Reduced nutrition from plant-based food and will get sick if they eat too much.
Hypercarnivore: Can only get nutrition from meat and animal products. Will get sick fast from eating plant matter. Reduced maluses from eating raw meat and corpses.
Obligate Cannibal: Can only gain nutrition from human flesh.

Cosmetic genes

Cat tail (also grants bonuses to melee dodge and trap avoidance, 2 variants), Leathery tail (lightly animated), Head frill, Tabby (2 variants), Tusks, Nostril slits, Cat ears (4 variants), Facial tufts
Also 2 blood colours and 3 eye colours

Hair/skin color bundles

New skin and hair color genes are grouped into bundles to avoid cluttering your gene selection interface. Bundles automatically expand out into the actual genes when applied to pawns. A toggle in the mod settings lets you access the genes individually instead if you prefer.

Hemogenic abilities

Endostimulant Burst
A self-only hemogen-powered ability that reduces Rest need and temporarily boosts Consciousness.


Wist Venom Bite
A hemogen-powered ability that applies a beneficial drug effect to the target pawn. Provides pain reduction and an immunity boost, plus a brief mood boost. Addictive.

Metamorphosis

At puberty (13) the pawn will metamorphose permanently into the indicated xenotype. One gene is automatically generated per loaded xenotype, including xenotypes from this and other mods. To have the adult xenotype produce children of the original xenotype for a 2-stage life cycle, use the Offspring genes.

Offspring

Children produced by the pawn will be of the indicated xenotype rather than inheriting their parents' genes. One gene is automatically generated per loaded xenotype, including xenotypes from this and other mods.

Precocious

Infants with this gene count as a Child rather than a Baby from birth. They can walk, feed themselves, and begin to acquire skills and growth points. They are incapable of work or combat until age 3.

Psyphon

Psycasters with the Psyphon gene gain a Psyphon ability that refills their psyfocus by draining others. There is also an option to have them use this automatically in place of meditation to maintain their psyfocus.

The amount of drain is proportional to the amount of psyfocus required. Drained pawns first lose any psyfocus of their own (harmless), then Consciousness. Drained Consciousness recovers over time, but if too much is consumed at once there is a risk of permanent damage. See the gene reference sheet[docs.google.com] for full details.

Violence Averse

Never starts social fights. Violent mental break chance x20%. Prison break interval x2. Substantial mood penalties from witnessing or participating in violence.

Xenotype Implanters

Like the vanilla gene implanter, but implants a specific xenotype instead of the implanting pawn’s own genes. The implanting pawn doesn’t need to regrow their genes but can only use the ability every 20 days. The implantee enters a xenogermination coma and must regrow genes as per normal.

Compatibility
1.4
Support is discontinued, aside from major bug-fixes. No content will be added, and much of the existing content is 1.5+ only, but the 1.4 version will remain functional as is.
Vanilla Expanded Framework is not required for the 1.4 version, but Better Gene Graphics is.

1.5
1.5 version contains 9 new xenotypes, documented here.[docs.google.com] Spawning can be controlled via sliders in the settings.

Custom xenotypes
Unfortunately the per-xenotype genes (Offspring, Implanter, Metamorphosis) will not generate from "custom" made-in-game xenotypes. To turn your custom xenotypes into "full" xenotypes for use with the genes, you will need to export them as their own mod. The mod [1.5] Custom Xenotype Exporter Tool can do this for you.

Meal graphics
In order to facilitate carnivorous/herbivorous pawns, this mod fiddles with meal graphics and with the stacking logic. If you don’t want this behaviour you can turn it off in the mod settings.

Duplicate genes
Lots of my genes will automatically hide themselves if they would be duplicates of genes from several popular gene-adding mods I’m familiar with.

Humanoid Alien Races
Most of my genes are not tested with HAR and may interact unpredictably with non-human pawns. Combine at your own risk.

With thanks to:
- wep of https://wepfont.com/ for Atmospheric font
- AFU's Better Gene Graphics Framework
- Camera+ for allowing close screenshots

Links:
[github.com]
[cyanobotcodes.tumblr.com]
[ko-fi.com]
Popular Discussions View All (2)
49
5 Oct @ 8:36am
Bug Reports
cyanobot
5
8 Apr @ 1:10pm
Increasing the max size of prodigious growth gene
Hngnard
200 Comments
jpinard 29 Sep @ 1:21pm 
Wow, incredible!
Ryuuoo_ 11 Sep @ 7:13am 
[com.cyanobot.cyanobotsgenes] Patches on methods annotated as Obsolete were detected by HugsLib: RimWorld.QuestGen.QuestNode_Root_RefugeePodCrash_Baby.SendLetter
cyanobot  [author] 20 Aug @ 10:12am 
Kitlin are out now, together with a glo-up for almost all their genes. Improved cat parts now available for all your feline colonists, kitlin or otherwise.

https://steamproxy.net/sharedfiles/filedetails/?id=3552709848
cyanobot  [author] 19 Aug @ 1:22pm 
Oh! Oh I know what this is. This is a bug with the vanilla XML loader that I've encountered before (and reported, but it's pretty obscure so it's probably not high up their list.)

I think adding a load order tag is probably the simplest solution - I'll include that with the next update (which is nearly done.)
Luckspeare 19 Aug @ 1:12pm 
My bad for not providing a HugsLib report at first. Here it is.

https://pastebin.com/pwvB6QVX

Hope it helps.
cyanobot  [author] 19 Aug @ 12:48pm 
@Luckspeare
Good to know. Thanks for putting in the effort. I'll see what I can do, be that enforcing load order or fixing whatever causes the issue.
Luckspeare 19 Aug @ 12:44pm 
If you're running Expanded Biotech Style Genes - All in One, and you're also running Expanded Archite Genes, alongside this one, this mod must be loaded *before* Expanded Archite Genes or you'll get a red error starting with:

Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object

In other words, the correct order should be:
1) Expanded Biotech Style Genes
2) Cyanobot's Genes
3) Expanded Archite Genes

I spent way too long trying to track this three-mod-combo error, so thought I'd share it.
Green Party Dew 25 Jul @ 9:29am 
Thank you for all the effort
Чертила 24 Jul @ 11:56am 
@cyanobot
cool, will check it later :steamthumbsup:
cyanobot  [author] 23 Jul @ 9:44am 
@Чертила
Pushed a fix for you - the metamorphosis gene should now remove itself if it detects it would get stuck in a loop. Let me know if it works for you.

You may also want to look at the Offspring genes - there's toggles in the mod options for whether or not to apply them to the babies created with Alpha Genes' implanters.