RimWorld
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More Biotech Style Genes - All in One
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Mod, 1.4, 1.5
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1.441 MB
4 jun 2023 om 19:10
12 jun om 5:55
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More Biotech Style Genes - All in One

In 1 verzameling van Alite
Alite's Gene Mods
12 items
Omschrijving
A lot of these gene icons were made by Moka. You can check out their mods here!

This mod is the All in One for the More X Genes series. It adds over 200 genes that expand upon what Biotech adds naturally. Unlike most large gene mods, this will not amaze you with new creative genes, nor will it add new functionality to the game that opens new doors.

The only thing it does, is extend the range of options adds by default.

Where you once had only two fertility options, you may now have 9. Where you once had 4 movement genes, you now get 26 options, none of which should feel out of place with the others.

A full list of all my mods that are currently have implemented:

Aptitude Genes
Beauty
Cell Stability Genes
Climate Preference Genes
Digestion
Drug
Fertility Genes
Fire Resistance
Happiness Genes
Hemogenic Genes
Immunity Genes
Lovin Genes
Miscellaneous
Movement
Pain Genes
Psychic Sensitivity Genes
Sleepy Genes
Study Genes
Toughness Genes
Toxic Genes
UV Sensitivity
Violence
Vision
Wound Healing Genes


If you're looking for a little more, Expanded Biotech Style Genes goes beyond extending ranges, and adds ranges that I think should have existed in the first place. For example, you can change rest fall rate in vanilla, and with Expanded you can also change rest recovery.

This, along with many of the mods tied to it, adds certain genes to Expanded Archite Genes.

This should be safe to add mid-save, but the genes will be difficult to get mid-save due to how many there are. Removing it mid-save is a lot more dangerous, and in the best case scenario it will throw one-time errors on load.

Related Mods

Integrated Lovin' and Fertility Genes
Childrens' Traits Affect Learning
Children Can Learn Fast(adds children learning speed to genes)
More Biotech Style Xenotypes

Recommended Mods
Gene Trader - To see more genepacks
Alpha Genes - Adds a lot of new genes, a few of which are replaced by mine, but the rest definitely flesh out your gene list a lot more.

Easy link to all of my Rimworld mods
[github.com]
[ko-fi.com]
[discord.gg]
134 opmerkingen
Kokorocodon 13 okt om 11:57 
can I collect chromosomes?
FrAmed46 29 sep om 5:37 
ok thanks, I'll add this to reduce total mod count then
Alite  [auteur] 29 sep om 5:09 
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 om 2:04 
and in general, what happens if i already have an included mod in?
FrAmed46 29 sep om 1:55 
i already have the aptitude genes ingame and have gotten a few, what happens if i add this?
Alite  [auteur] 4 sep om 18:47 
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 om 15:59 
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  [auteur] 24 jul om 8:05 
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 om 8:02 
can you add this in the middle of save
jergokhan 1 mei om 12:32 
yooo we we have the same pfp lol