RimWorld

RimWorld

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Vanilla Genetics Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
32.774 MB
Apr 29, 2022 @ 4:08am
Jul 16 @ 9:04am
59 Change Notes ( view )

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Vanilla Genetics Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 items
Description
[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




Popular Discussions View All (2)
258
Jul 14 @ 10:39am
PINNED: Suggestions
Sarg Bjornson
13
Jul 11 @ 7:40pm
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3,142 Comments
wolfewinters 8 hours ago 
Ah, fixed it. Turns out I had the ui / UI folder naming issue from the genomorpher thread in the discussions tab and just never noticed. Renaming the ui folder to UI fixed the issue
wolfewinters 9 hours ago 
I seem to get an infinite flood of errors in the log with this mod active when I open the Ideoligions tab mid run. It seems to alternate between GR_Failures, GR_HumanoidHybrids, and GR_WorktableSpeeds

Could not load Texture2D at 'UI/Precepts/GR_Failures' in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
RimWorld.IssueDef:get_Icon ()
RimWorld.Precept:DrawIcon (UnityEngine.Rect)
RimWorld.Precept:DrawPreceptBox (UnityEngine.Rect,RimWorld.IdeoEditMode,bool)
RimWorld.IdeoUIUtility:DoPreceptsInt (string,string,bool,RimWorld.Ideo,RimWorld.IdeoEditMode,single&,single,System.Func`2<RimWorld.PreceptDef, bool>,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IdeoUIUtility.DoPrecepts_Patch1 (single&,single,RimWorld.Ideo,RimWorld.IdeoEditMode)
Sarg Bjornson  [author] 13 hours ago 
No, there is no way. We usually put the changelogs in Steam, but right now it's just WAY too much work
salt_babe 13 hours ago 
Sorry to bother you Sarg,
Is there any better way to look up the update/bugfix of VE team mods?
Since they change all the bug reports to Google forms, I can't look up what bugs have been fixed/reported from the comment.

Thanks for your contributions.
Sarg Bjornson  [author] 14 hours ago 
v4.06:

Update archotech centipede regeneration for VTR support
Removed GTG Orbital Traders as incompatible
Majes 17 hours ago 
Hi Sarg,
"GTG Orbital Traders" pushed update that prevents animals from VGE from appearing as viable trading option, could you delete incompability between those 2 mods, so they don't appear as incompatible on Rimsort?
Thank you.
PansexualFryingPan 20 hours ago 
@Rangology - Just think about it as the game protecting you.
Rangology Jul 15 @ 5:49pm 
Has anyone else been able to land at places of interest with their gravship? Says "this tile is occupied" when attempting. Landing adjacent and caravaning to it works fine. Can land at non-modded poi's though. On a side note, thank you to the team for the quick 1.6 update!
BillNye The HentaiGuy Jul 15 @ 4:23am 
Hey I made a Boomalope Paragon growth cell but there is no option to put it into an Electrowomb. Am I doing something wrong or is my game bugged?
Camalie Jul 14 @ 9:05pm 
@Hugh Jacoque
I believe it's more of a stylistic choice on the team's part to make insect hybrids stand out more. It might also be a balancing aspect since I know some hybrids allow for easier access to items such as neutroamine, which I believe is the case for the insect/reptile hybrid.