RimWorld

RimWorld

192 ratings
Expanded Archite Genes
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.089 MB
23 Sep, 2023 @ 6:47am
23 Oct @ 2:14pm
32 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Expanded Archite Genes

In 2 collections by Alite
Alite's Gene Mods
13 items
Expanded Biotech Style Genes
26 items
Description
Due to a vanilla bug, this should be loaded after any mods that add darvision genes. When in doubt, putting it close to the bottom of the list should generally be safe.

Some of the genes in this mod require the EBSG Framework. If you choose to not install the framework, then those genes will just not be enabled. None of the other genes will be affected by this decision.


Expanded Archite Genes seeks to extend the purpose of archite genes beyond their normal "weird ability" state by adding a bunch of new archite genes. This mod goes through all of the ranges that More Biotech Style Genes and Expanded Biotech Style Genes expand upon, and adds 3 new options in each range where I believed they fit. The genes are added based on the specific mods you have enabled, so if you only have specific individual mods, you will only see the archite genes related to those mods.

The first archite level gene is approximately equal to the -4 metabolic efficiency gene in the same range, with some exceptions for standalone things like archite enhanced circadian ryhthm, and the occassional odd range, like beauty. These Archite genes will appear in the same area as the other genes in the range.

If you are using the individual mods instead of the All in Ones, these are the mods that have genes associated with them:

MBSG Mods:
Beauty
Cell Stability Genes
Climate Preference Genes
Drug Genes
Fertility Genes
Happiness Genes
Hemogenic Genes
Immunity Genes - Only moves the Archite Immunity gene to the health category
Movement
Pain Genes
Psychic Sensitivity Genes
Sleepy Genes
Study Genes
Toughness Genes
Toxic Genes
Violence
Wound Healing Genes

EBSG Mods:
Anomaly Genes
Capacity Genes (Sight, Hearing, etc)
Carry Capacity Genes
Expanded Food Genes
Expanded Hemogenic Genes
Expanded Resistance Genes
Expanded Violence Genes
Mental Fortitude Genes
Productivity Genes
Expanded Social Genes

Require the EBSG Framework list:
Bleeding Genes
Environmental Preference Genes
Expanded Need Genes
Expanded Reproduction Genes
Expanded Deathrest Genes
Expanded Psychic Genes
Health Genes
Mechanitor Genes
More Aptitude Genes - These are in a separate archite aptitudes section because the vanilla aptitude gene system didn't allow for archite genes.
Slayer Genes


Sovereign made the Slayer icons.

[github.com]
[ko-fi.com]
[discord.gg]
108 Comments
Alite  [author] 23 Oct @ 2:15pm 
Yeah, it does appear to be one of the more persistent bugs. I think they even tried reworking some of the xml loading code for 1.6, but it appears to have stubbornly stuck around
Quantum Projects 23 Oct @ 2:01pm 
I've found out that cyanobot has reported this bug in Rimworld official Discord more than a year ago... I'm surprised to see it is still around despite all this time.

Thanks for your effort!
Alite  [author] 23 Oct @ 1:58pm 
That would be the cause, yes. I'll add their mod as a load before in the about. It's a vanilla bug that has caused more pain than one would expect
Quantum Projects 23 Oct @ 1:56pm 
In time: seems related to this other report:

[quote]I've figured it out. There's an error in the vanilla XML loader where if you load a list element with MayRequireAnyOf above any list elements that don't have MayRequireAnyOf, it throws an error. I've reported this to Ludeon in the past.

We're running into it because we're both adding nullifyingGenes to (I'm pretty sure) ThoughtDef EnvironmentDark. And yours use MayRequireAnyOf, so they need to be lower down than mine to avoid the error.[\quote]
Quantum Projects 23 Oct @ 1:51pm 
Hi. There is a strange bug involving your mod and WVC - Xenotypes and Genes.

I've submitted a bug report to that modder, if you want to take a look: https://steamproxy.net/workshop/filedetails/discussion/2886992038/5855270367459027109/?ctp=17

There were two different bugs, reported by two people at different times, related to both of your mods when used together. The issues are seemingly resolved if your mod is loaded last.

Considering that putting your mod last solved the issue, I believe something your mod does is affecting defs that other mod needs.
Gorse Man 17 Oct @ 12:04am 
Finaly, the posibility to make the Ultimate LIFEFORM!-
Alite  [author] 3 Oct @ 6:59am 
Ahh, that makes sense. Steam has been increasingly bad about installing mods properly, so I usually recommend people verify file integrity whenever they encounter weird issues because that usually makes Steam stop being so weird.
Auriel ☯ 3 Oct @ 6:55am 
Sorry, nevermind, it would seem my game was doing some weird error that was resolved by reinstalling mod.
Alite  [author] 3 Oct @ 6:53am 
I don't understand. I double-checked my xml, and the healing ones appear to be multiplying injury healing factor by 5, 10, and 15 while the fertility one appears to be multiplying fertility by 10. Is your game showing or doing something different?
Auriel ☯ 3 Oct @ 6:47am 
Oh, sorry, I was actually referring to what the genes did. Specifically, injury rate multipliers and fertility rate multipler.