RimWorld

RimWorld

3,692 ratings
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
Sep 18 @ 11:21pm
62 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: DNA banks don't accept my colony animals
A: Read the building's description. You need hybrids

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)
266
Oct 15 @ 9:39pm
PINNED: Suggestions
Sarg Bjornson
13
1
Jul 11 @ 7:40pm
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3,286 Comments
NoxEternis Oct 16 @ 2:08am 
when i insert an embryo into the electrowomb, it cause the womb to disappear, along with the embryo somehow. I'll try to see what mod cause this
Far-Seeker Oct 15 @ 2:43pm 
@Tactical Femboy There's an alternative you can use immediately to get those lights. Mods exisit that can make additional things able to be uninstalled and moved (i.e. "minifiable"). Perhaps the easiest one to use is MinifyEverything ( https://steamcommunity.com/sharedfiles/filedetails/?id=872762753 ); which as the name implies allows more-or-less any piece of furniture, regardless of its source DLC or mod, to be uninstalled, picked-up, and ultimately re-installed elsewhere.
Tactical Femboy Oct 10 @ 5:53pm 
Can we please move/uninstall the ancient biolights at the gene labs? they're cool
Sarg Bjornson  [author] Oct 8 @ 2:19pm 
There isn't much I could do with a log, as it is an obvious mod conflict. You'd have to discover which mod is conflicting
Ascythian Oct 8 @ 1:46pm 
This seems to stop faction generation and the ideoreligion next button from working with my extensive mod list. Once I removed it I was able to create a new game with the factions generated on the world map. If you want a log i'll post it to wherever.
Sarg Bjornson  [author] Oct 7 @ 12:42pm 
It will make new hybrids draftable by adding the hediff when they pop up, but it won't affect existing ones
CosmoSweet Oct 7 @ 12:36pm 
The roaming raids has been fixed, thanks to you.

The setting I refer to is called exactly: "Make all hybrids controllable" in the config of the mod. Enabling it doesn't render existing or future hybrids draftable, except with an implant;
Sarg Bjornson  [author] Oct 6 @ 11:26pm 
Another mod conflict that no one has bothered identifying. Use mod options
Ariadut Oct 6 @ 10:53pm 
The mechahybrid antenna isn't working properly, and my mecha-chickens are trying to kill me.
Sarg Bjornson  [author] Oct 4 @ 5:43am 
You enable "draftable hybrids", where? The mod setting is not called that.

As for no roaming raids, if you added the mod to a running save you need to add the roaming monsters faction through the VE Framework or they just won't work