RimWorld

RimWorld

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Vanilla Genetics Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
32.773 MB
Apr 29, 2022 @ 4:08am
Jul 19 @ 2:39pm
61 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)
259
Jul 20 @ 3:17pm
PINNED: Suggestions
Sarg Bjornson
13
Jul 11 @ 7:40pm
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3,171 Comments
Reaper415 15 hours ago 
@Sarg Bjornson Can the Archocentipede be turned hostile/given to a hostile faction or something after being created? I want to do a run themed around this mod as Victor Frankenstein, where I first create the monster in my colony, and then hunt it around the globe on my gravship. I can simulate the hunting part, but I'm not sure if its possible to add it to a hostile faction so it may appear later at some point? Or just make it hostile in some way to be encountered at a later point?

Any help in this direction would be much appreciated.
MadLad Jul 27 @ 3:20am 
Is there a wiki or something that had all information of all hybrid combination in this mod?
Pink Lion Gaming Jul 27 @ 12:30am 
Thank you for the response. The team makes amazing mods and the OG Insectoids Expanded was definitely my favourite, so I miss it a little even with the awesome looking Insectoids 2 that I've yet to properly explore.
Sarg Bjornson  [author] Jul 26 @ 11:40pm 
No, you can make equine paragons without any problems
MadLad Jul 26 @ 11:36pm 
So the paragon only exclusive to tier 1 animal? because you need to combine the same type genome and tier 2 ,tier 3 can only put in primary slot. I want to make a paragon horse for travel but equine is tier 2 so did I understand correctly? or did I miss something.
Sarg Bjornson  [author] Jul 26 @ 10:55pm 
One day
Pink Lion Gaming Jul 26 @ 9:28pm 
I think I remember hearing that the old way to create insectoids from genes that was in Insectoids Expanded 1 was going to be a feature in this mod rather than in Insectoids 2. Is that a lost feature or will it one day be continued?
Sarg Bjornson  [author] Jul 26 @ 11:25am 
This mod won't be getting a remake. It IS a remake
swag Jul 26 @ 11:14am 
if this mod ever gets a remake or something it would be cool if you could inject the genomes into pawns to get some unique genes like with the pherocores from insectoids expanded 2
Deco5425 Jul 25 @ 2:24pm 
Is poison blast on the muffalokomodo supposed to not release poison gas?