RimWorld

RimWorld

Looking for xenotype mod with no hunger?
I just wanna mess around with xenotype stuff but the hunger penalty is too harsh, is there any mod that remove the negatives form using it? I just wanna make a race of furry people, pls help
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Showing 1-15 of 27 comments
Astasia Dec 15, 2023 @ 6:41am 
Royalty has a Nuclear Stomach you can install which more than counters the hunger penalties for max metabolism inefficiency.

Biotech at game start has an option to "remove restrictions" in the xenotype editor so you can add archite genes, like Archite metabolism to give a custom xenotype a lot more metabolism. This doesn't work with reproduction though.

This mod has a "Foodless" gene that makes it so a pawn doesn't need to eat, allowing you to ignore the metabolism penalty as well as hunger altogether, it's also an archite gene though so wouldn't work with reproduction.

https://steamcommunity.com/sharedfiles/filedetails/?id=2891845502

This mod has genes that add or subtract to metabolic efficiency so you can make a pawn neutral:

https://steamcommunity.com/sharedfiles/filedetails/?id=2878925256
The Yeen Queen (Banned) Dec 15, 2023 @ 6:51am 
Honestly, given some of the perks, I tend to feel exactly the opposite about the hunger penalties. Especially when we get into some of the genes from mods... Hunger rate feels like a pretty easy cost to deal with.
Jack Niggleson Dec 15, 2023 @ 8:10am 
Originally posted by ꧁Internet Killed The TV Star!:
I just wanna mess around with xenotype stuff but the hunger penalty is too harsh, is there any mod that remove the negatives form using it? I just wanna make a race of furry people, pls help

225% hunger isn't as severe as you'd think. The bionic stomach and nuclear stomach both reduce hunger significantly, getting your pawn back down to a standard hunger rate or close to it. You can also compensate by loading up on negative perks, a lot of which are pretty inconsequential. A pawn that will never do ranged combat for instance doesn't give a ♥♥♥♥ about being nearsighted. Conversely a pawn that will only do ranged (or neither) will perform just fine with weak melee damage trait. The various genetic instability perks are also pretty easy to deal with since the cancers they cause won't become an issue for years on younger pawns and are easily dealt with late game if you're a transhumanist or have a decent surgeon.

TL;DR there's no reason to cheat.
Veylox Dec 15, 2023 @ 8:58am 
Originally posted by Night Foxx:
Honestly, given some of the perks, I tend to feel exactly the opposite about the hunger penalties. Especially when we get into some of the genes from mods... Hunger rate feels like a pretty easy cost to deal with.

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway
Astasia Dec 15, 2023 @ 9:14am 
I think it's easy to forget you don't need a "full xenotype" and it's easy to just drop genes onto your colonists as you get them. A trivial research and resource cost to add robust or very attractive to all your colonists is very powerful, which could be done days into a playthrough depending on RNG. Making deathless super pawns is the long term goal that tends to happen very late game, but is still fun to work toward.
Last edited by Astasia; Dec 15, 2023 @ 9:15am
plugwater Dec 15, 2023 @ 9:35am 
Originally posted by Veylox:
Originally posted by Night Foxx:
Honestly, given some of the perks, I tend to feel exactly the opposite about the hunger penalties. Especially when we get into some of the genes from mods... Hunger rate feels like a pretty easy cost to deal with.

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway
I'm transitioning into doing gene stuff in my current playthrough so I'll get back to you on that and I'll let you know if the genes are useful and worth doing early on. I'm not very far in, having researched a bit past gunsmithing.
The Yeen Queen (Banned) Dec 15, 2023 @ 10:11am 
Originally posted by Veylox:
Originally posted by Night Foxx:
Honestly, given some of the perks, I tend to feel exactly the opposite about the hunger penalties. Especially when we get into some of the genes from mods... Hunger rate feels like a pretty easy cost to deal with.

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway

You're not nerfing your pawns if you're using genes that have a metabolism penalty. The net benefit always WAY outweighs the metabolism penalty. I think you're seriously overestimating how much of an issue the penalty is.
MadArtillery Dec 15, 2023 @ 10:14am 
Originally posted by Veylox:
Originally posted by Night Foxx:
Honestly, given some of the perks, I tend to feel exactly the opposite about the hunger penalties. Especially when we get into some of the genes from mods... Hunger rate feels like a pretty easy cost to deal with.

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway
You do you, I'm going to keep slapping strong immune on all my colonists as the safety and reduced time in bed is well worth 25% hunger lol. Genes are super super busted, you are really missing out on making an army of demigods if you are ignoring genes entirely.

Skill genes tend to be the best for dealing with metabolism issues. Someone with 0 mining isn't going to care about reduced mining skill, your non cooks don't need to cook, how many people do you need with high social, does everyone really need art skill? Truly free hunger reduction.
Last edited by MadArtillery; Dec 15, 2023 @ 10:16am
Veylox Dec 15, 2023 @ 11:04am 
Originally posted by Night Foxx:
Originally posted by Veylox:

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway

You're not nerfing your pawns if you're using genes that have a metabolism penalty. The net benefit always WAY outweighs the metabolism penalty. I think you're seriously overestimating how much of an issue the penalty is.

Probably am, doesn't mean it's not annoying that it's there. I mean if we start going into "it's an irrelevant penalty", then why put it there ? It has to be relevant, or it has to not exist.
Veylox Dec 15, 2023 @ 11:07am 
Originally posted by MadArtillery:
Originally posted by Veylox:

It doesn't feel quite right to have a steep research / resources / time cost to a mechanic that will nerf your pawn anyway, the gene system is completely sidelined compared to mechs, races and children, because by the time you could come up with some cool xenotype you're probably nearing the end of the game anyway
You do you, I'm going to keep slapping strong immune on all my colonists as the safety and reduced time in bed is well worth 25% hunger lol. Genes are super super busted, you are really missing out on making an army of demigods if you are ignoring genes entirely.

Skill genes tend to be the best for dealing with metabolism issues. Someone with 0 mining isn't going to care about reduced mining skill, your non cooks don't need to cook, how many people do you need with high social, does everyone really need art skill? Truly free hunger reduction.

I'm not "ignoring genes entirely", I try to get interested in them late-game but it's close to the point where I restart a colony anyway. Let's say you JUST want strong immunity. You still need the associated research, buildings, crafting of the actual xenotype for each and every pawn, and above all, you need the ACTUAL gene itself, that if I'm not mistaken you simply can't get on your own in vanilla, it's tied to RNG drops. And THEN you're living with nerfed colonists when it comes to hunger. That puts players away from it the same way some players might want to avoid luciferium. You can think the positives outweigh the negatives, the negatives will still be a hard pass for a lot of people, because you're effectively spending resources harming yourself. A positive outweighing a negative isn't the same thing as a strict positive. You may think cutting your arm off is well worth the ability to fly, you're still missing an arm.

That puts the whole thing quite far into your playthrough anyway, and if I'm gonna focus on something, as I said, I have plenty to do with bionics, children, mechs, that offer immediate non-RNG, strictly positive results (except maybe for kids that have a little rng but if you max their growth-tiers they're busted anyway)

Having to create useless buildings for complexity kinda sucks too (the same way I don't the mech control buildings), and the gene storage feels wrong. But I might try a really high complexity run soon, just to get a feel for it. Pawns starving twice as fast really doesn't sound sexy thinking of raids, caravans and productivity
Last edited by Veylox; Dec 15, 2023 @ 11:18am
The Yeen Queen (Banned) Dec 15, 2023 @ 11:40am 
Originally posted by Veylox:
Originally posted by Night Foxx:

You're not nerfing your pawns if you're using genes that have a metabolism penalty. The net benefit always WAY outweighs the metabolism penalty. I think you're seriously overestimating how much of an issue the penalty is.

Probably am, doesn't mean it's not annoying that it's there. I mean if we start going into "it's an irrelevant penalty", then why put it there ? It has to be relevant, or it has to not exist.

So you're annoyed that the game balances out power gains with a minor penalty? Might as well just use something like character editor and other "cheat" mods to give your pawn all the stats you want without penalty. Nothing WRONG with that if that's what you want to do, but the penalty does serve a purpose for those who want some semblance of balance.

And I didn't say it was irrelevant, don't straw man me. I said it wasn't as big of an issue as you're making it out to be.
Veylox Dec 15, 2023 @ 11:51am 
The only think I'm making it out to be is that it nerfs your pawns, which it does.
HunterSilver Dec 15, 2023 @ 1:00pm 
Increased metabolism isn't nothing, as it does increase the amount of farm land, power/fuel consumption, cooking, harvest time, planting time, and time spent walking back from jobs to fulfill hunger needs. Give or take depending on your setup (obviously nutrient paste would negate added cooking time, etc.)

That said, just add some negative genes. There are lots that basically do not negatively affect your colonists in most situations. Cold weakness and heat weakness are really easy points. Sterile is hard to get but is free points on the vast majority of colonists. Near sighted is free points for melee fighters and non-combatants. Psychite Dependency is basically a buff with free points since it also gives addiction immunity and overdose immunity to all psychite drugs. I feel similarly to Wake-up dependency, but it can still induce heart attacks, so it's not as good.

Any of the awful skills that your colony doesn't really utilize are also great. You never engage in taming mechanics? Fantastic, throw on Awful Animals.

Controversially I actually really like Slow Study and Slow Runner. Once you have Great skill genes you're just at 20 skill permanently and skill loss is no longer a factor, so colonists rapidly hit 20 and then are just done with skill learning. Similarly, bionic legs more than completely negate the speed loss from Slow Runner.

It's super easy to create a net neutral xenogerm that buffs your colonists in insane ways.

If you absolutely cannot bring yourself to engage with the mechanic and hate the idea of your colonists being anything but perfect in every way. Well, then suffer I guess.
MadArtillery Dec 15, 2023 @ 3:11pm 
I think Veylox is a lost cause that doesn't want to learn he's been using genes wrong. A majority of my builds have useful abilities and eat less then a regular colonist, Prisoners are also a wonderful source of genes not just merchants, you don't even need to keep them alive, just double extract every prisoner from raids and most of the xenotype factions are hostile anyway. Murder is free development points and you can sell any duplicates, hell they don't even need all their organs to harvest their genes, just add it to the prisoner profit margins while also providing useful upgrades to the colony. I'm sure the responce will be "but the negatives," as if negative skills in a skill a pawn doesn't use or penalties not actually applicable to the pawns job or combat style are actually meaningful negatives compared to the vast improvements possible. You specialize pawns into gods at their role easily making them both amazing at their job and eat less to boot.
Last edited by MadArtillery; Dec 15, 2023 @ 3:26pm
Veylox Dec 15, 2023 @ 3:52pm 
I think you missed the part where conveniently having every single key gene available to go neutral is a slow and RNG process, hence an endgame luxury, especially since now you're talking about perfectly tailoring one xenotype per pawn (since everyone can't use the same low skill genes) instead of having a single colony-wide xenotype
Last edited by Veylox; Dec 15, 2023 @ 3:53pm
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Date Posted: Dec 10, 2023 @ 9:13pm
Posts: 27