RimWorld

RimWorld

3,436 arvostelua
Vanilla Genetics Expanded
107
30
10
19
35
13
6
12
3
10
4
4
6
5
5
4
3
3
2
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Mod, 1.3, 1.4, 1.5
Tiedostokoko
Julkaistu
Päivitetty
32.681 MB
29.4.2022 klo 4.08
25.4. klo 6.55
53 muutosilmoitusta ( näytä )

Tilaa ladataksesi
Vanilla Genetics Expanded

1 kokoelmassa, tekijä Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 luomusta
Kuvaus
[www.patreon.com]



See change notes



Vanilla Genetics Expanded is an updated version of Genetic Rim by Sarg Bjornson, with improvements across the board pertaining to game flow, mechanics and art-style where necessary.

We have revamped how the mod plays, how you create new hybrids, what properties the hybrids have, and pretty much everything else in this mod. Do not approach this mod thinking you know it, just because you knew Genetic Rim. It is more or less an entirely new mod. We have spent hundreds of hours spread across years of hard work to make sure everything is well thought-out and balanced, and to provide you, the player, with new avenues to take your playthroughs.

We hope you will enjoy it, and if you’re unsure about anything, please carefully comb through this description which outlines how everything in the mod works.

Docs containing more info about the mod are linked on its GitHub page. We can't link them here directly, nor its GitHub. Steam flags all Google Docs links as malicious, because that's what monopolies do







































































Bear in mind we can't do much about these, they should be reported on the other mods:

- Current bug with Rim73 removing animal controller drafting button. Rim73 is a lost cause, just don't use it, it breaks everything and is unmaintained

- Medical System Expanded 2 and Quality Bionics apparently overwrite our implant quality code

- Animals Logic and Stop, drop & roll apparently mess up with the mechahybrid antennas. This can probably be fixed by load order



[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for mod design, art and mod description.

Sarg Bjornson, the original author of Genetic Rim, responsible for huge amount of art and code, as well as mod design.

Luizi, an artist responsible for many new hybrids.

Reann Shepard, a creative writer responsible for Creative writing and descriptions.

Erdelf, a programmer responsible for the genetics framework.

Taranchuk and Legodude, programmers who helped tremendously.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I add it mid-playthrough to an existing save?
A: It should give no problems, as long as you add the new hostile hybrids faction when prompted by VE Framework.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Is it compatible with X mod
A: We have tested it for more than a month with large modlists, and no incompatibilities have been found, please tell us if you find one.

Q: It takes too many corpses to make a Legendary genoframe!
A: Don't do that, read the tissue grinder's description: "Bear in mind that the cost in corpses effectively doubles for each quality level, making a legendary genoframe prohibitive. The main usefulness of these recipes is to convert two genoframes of a given quality to a higher one, but your main source of genoframes shouldn't be hand crafting them. Go out there and explore abandoned labs!"

Q: I'm getting too many quests / raids!
A: Use mod options to increase / decrease their commonality. Also take into account both quests and raids are decoupled from storyteller, and won't "take the slot" of other quests / raids. Also FFS read the option's description before changing it. If you complain events spawn too often after setting it to 0.1, I WILL delete your comment.

Q: Does this work with Combat Extended?
A: You should ask the CE devs, as they are in charge of the patches

Q: The mechahybrid antennas don't work!
A: That's a mod conflict that no one has been able to troubleshoot in years, and I've never been able to replicate. Disable antennas in mod options.

Q: Pawnmorpher?
A: Yes

Q: Vanilla Factions Expanded - Insectoids?
A: Yes



Following mods have built-in special interactions:

Full patches with hybrid families and genome extraction: Alpha Animals, Dinosauria, Megafauna, Cosmic Horrors and Alpha Bees

Genome extraction: VE Animals, Android Tiers, Anima Animals, Better Infestations, Erin's Wildlife, ReGrowth (Extinct and Wasteland), Vanilla Factions Expanded - Vikings, The Joris Experience




Suositut keskustelut Näytä kaikki (2)
256
11.5. klo 21.46
TÄRKEÄ: Suggestions
Sarg Bjornson
12
13.7.2024 klo 10.06
TÄRKEÄ: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3 112 kommenttia
Sean 21.6. klo 21.11 
When the DLC comes out, do you guys have plans to make some hybrids and paragons fly?
DisgracedDairy 21.6. klo 16.16 
Sarg do you like thrumfallos
Camalie 20.6. klo 4.18 
@Jimmy To further explain, the lifespan of the animals you create isn't shown properly because I don't think it's configured to show how quality affects lifespan and I'm not sure if it's possible. The thing that ends up doing in your hybrids/paragons are the diseases introduced by this mod, if I remember correctly. If that is the case then the quality just determines how long you've got with your creations before they start developing diseases and die.
Sarg Bjornson  [tekijä] 20.6. klo 3.30 
Ignore the info panel
Jimmy 20.6. klo 3.16 
I just made a legendary thrumbo paragon and its life expectancy is only 4 years. I thought better genoframes were suppoed to have longer life expectancy?

Even though I find it illogical that the "ultimate" version of an animal would only have 2% of the base animal's lifespan, I get that it's a design decision. But it doesn't really seem worth it to go for the legendary creatures if this is intended
Sarg Bjornson  [tekijä] 18.6. klo 23.10 
Nah, working fine here, it's in your end
Clovusk 18.6. klo 13.22 
any idea why with this and all the other vanilla mods installed it doesnt load any factions, this mod is the only one stopping factions loading up
Savage Servant 17.6. klo 18.07 
Now I know to just keep trying :)
Sarg Bjornson  [tekijä] 17.6. klo 9.47 
RNG is RNG. Or bug is bug
Savage Servant 17.6. klo 8.33 
Is there some sort of hidden mechanics to the precentage chance of making a hybrid, or is it normal that ALL (6 to be exact) attempts fail and produce only flesh growth?
Legendary genoframe, 4 attempts at Thrumbo Paragon and 2 attempts at Equine Paragon, all with mechanite booster, sterile setting, 20 Intellectual/20 Crafting guy operating the machines.
I got this mod in lategame, so materials are not a huge issue but it looks weird. 6 attempts at 80% success look like I'm missing something.