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EBSG - Mechanitor Genes
   
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Mod, 1.4, 1.5
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782.678 KB
11 Oct, 2023 @ 4:47pm
15 Mar @ 1:09pm
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EBSG - Mechanitor Genes

In 1 collection by alite
Expanded Biotech Style Genes
25 items
Description
Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

This mod adds 59 new genes that let you create special xenotypes that have portions of their brains dedicated to being excellent mechanitors. Many of the genes that make the carrier a better mechanitor often come at a cost though. Just like how the mechanoid labor enhanced precept limits the pawn's work speed in exchange for improving the work speed of all their mechs, many of these genes will lower another stat based on how much the gene gives. Is a 250% multiplier on mech speed worth losing 60% global work speed? Is the ability to remotely repair or shield your mechs better than any other worth reducing your ability to move quickly?

Most of the negative genes are a 33% and 67% multiplier, except Mech Control, which is 25%, 50%, and 75%. All of the positive genes use 125%, 150%, 175%, 200%, 225%, and 250%. The stats affected by each category of positive gene are:
Remote Shield: Move Speed
Remote Repair: Move Speed
Repair Speed: Medical Tend and Operation Speed
Mech Control: General Labor, Smelting, and Cleaning Speed
Gestation Speed: Global Learning Rate (Only impacts skills)
Encoding Speed: Research Speed and Meditation Focus Gain(for psychic pawns)
Mech Work Speed: Global Work Speed

Note about work speeds - Global affects all work types, while General only impacts things classified as dumb crafting, along with the speed of quality item crafting. The penalty to global work speed stacks with other work speed penalties.

Note about the innate implants - I know that there is a bug where you can remove the implant, and said implant won't disappear if the original pawn loses the innate implant gene. This is just a bug related to the code behind where it only checks the pawn itself for the implant. While I was not part of the creation process, I assume it was set up this way to avoid potential processing issues in late game.

Included in Expanded Biotech Style Genes - All in One.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
18 Comments
alite  [author] 15 Mar @ 1:10pm 
Starting in 1.5 this will require the EBSG Framework. I'm doing it that way to make it a bit easier to update in the future, and because this was the only EBSG mod that would have needed VEF if I didn't make the change, and I didn't like that inconsistency.

This change shouldn't affect the 1.4 version of genes, and the 1.4 version of the mod still requires the vanilla expanded framework, while the 1.5 version instead requires the EBSG Framework.
alite  [author] 14 Oct, 2023 @ 6:24pm 
I've made a fix for the work speeds. If you still have the issue, try making steam redownload the mod.
alite  [author] 14 Oct, 2023 @ 6:07pm 
That's because I accidentally made that a multiplier when the work speeds are supposed to add(due to how Rimworld handles the work speed). I'll try to have a fix out soon.
Aira 14 Oct, 2023 @ 6:00pm 
No as in, work speed gen work, when I check the info of my mech they are still at 50% work speed which is kinda weird
alite  [author] 14 Oct, 2023 @ 10:31am 
Mech gestation? If you have two mechanitors, only one with a speed alteration, then they should have different times on the machine when starting the same mech. The genes use the same system as the mech gestation processor, so you can also create more comparisons that way.
Aira 14 Oct, 2023 @ 9:18am 
How to test whether the speed gen work?
alite  [author] 12 Oct, 2023 @ 3:32pm 
It was for balance. On top of people already being able to select genes that they have no interest in using for free metabolic efficiency, the multiplying effect means that in the late game you can boost the mechanitor's abilities considerably.

Most of the debuffs are to counter the specific buffs the gene provides. For example, mech control increases the number of workers in the colony, gestation speed makes it easier to create higher tiered mechs quickly, and the remote genes increase the ability range more the higher the ability implant's level.
Dr Jimothy 12 Oct, 2023 @ 1:35pm 
I'm a little confused as to the reason to include debuffs when you can already smack someone around for metabollic efficiency, which forces a player to choose debuffs of their own, but then again if your focus is balance it makes sense since players can just deliberately pick genes that give metabolic efficiency but don't have relevant effects for the run.
alite  [author] 12 Oct, 2023 @ 5:09am 
@Vavilon The genes should have the correct name now.

@Alra It doesn't look like anything in VRE Androids could be expanded on in this mod. At some point in the future I am planning on making a mod that expands on the gene ranges in various mods, so once I'm working on that I'll take a look at adding some genes for andoids.
Aira 12 Oct, 2023 @ 4:48am 
thanks! and its ok take your time :D, its kinda sad that vre:android alr out and theres little mod that have addition to it