RimWorld

RimWorld

73 ratings
Packmule Gene
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
65.334 KB
Nov 5, 2022 @ 3:57pm
Apr 6 @ 9:46am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Packmule Gene

In 1 collection by Ygdrad
Ygdrad's Rimworld Subbed Mods
213 items
Description
A simple mod which adds genes increasing carry capacity both in map and in caravan by +25/+50/+75kg which is 33%/66%/100% more than default. Extra weight is affected by manipulation and body size.

Requires Harmony and Community Framework to function.
















This is my first Rimworld mod. Let me know if there are any other genes you'd like to see added as I'm looking for some more practice.

I didn't expect so many people to sub and rate the mod O.O Hope everyone's enjoying the added utility :)
29 Comments
Neville May 16 @ 1:18pm 
Ah, I did not consider how impactful a lowered carry weight would be! There's always the more "boring" option of having a "baseline carryweight gene" to nullify it's effect instead. There's also other mods that might enable a lower carry weight gene to function, like the torse implants from EPOE forked, which add carry weight, so it could be a bit of a "if I went down the artificial enhancement path, I can take the metabolic efficiency in the genes" sort of thing. Since the malus is so impactful, perhaps a -10kg for +1 metabolism would be sufficient to enable that mechanic of gene muting without totally disabling a pawn? Just thinking out loud here, you clearly put a lot more thought than me into it!
Ygdrad  [author] May 16 @ 12:25pm 
@Neville I didn't do that because of how crippling I thought it may be. Depending on the character and their gear this could be a minor issue or completely disabling. A character's gear and inventory are calculated in their carry capacity and takes up a fair bit of it. If a character has heavy gear they may not be able to carry anything and be unable to haul items for tasks and since manipulation affects carry weight you could easily get to a point where characters can't even be geared out. This is also why these traits can be pretty powerful, a 33% boost results in much more than 33% increase to free weight since a lot of it is taken up by gear and other stuff like meals they carry.

I could probably do it but even a -25kg weight perk would be hard to balance around a complexity/metabolism value because of how much of an effect it can have. Especially now that hauling AI was improved to grab things along the way, having very little spare weight could slow things down a lot.
Neville May 16 @ 11:07am 
Hello, I really like this mod, but I would like to suggest that having at least one negative version of the pack gene would be highly beneficial. Example: Meek, -25 carry weight, 1 complexity, +1 metabolism.

The main reason is, that one essential feature of biotech is being able to "overwrite" gene expression by using the a negative (i.e. psychically dull would overwrite psychically sensitive, thus freeing up metabolism points). This also comes into play when creating custom xenogerms, where the metabolism cost might get out of whack due to having say packyderm in the same pack with something else you want, then adding the "Meek" gene could turn that into a net +4 metabolism for that xenogerm for example.

It's just one of the fun parts to fiddle with, being able to mute certain genes and I think the mod would be better if that was included (obviously -25 carry weight is not desirable, but it would be a valuable option and make for interesting choices).

Cheers!
Ygdrad  [author] Apr 6 @ 9:47am 
Updated for 1.5
Dare Arkin Dec 29, 2023 @ 5:44pm 
So I too have the "It's doing nothing" bug- I'm going to try and rearrange my mods and see what's up.
Ygdrad  [author] Apr 25, 2023 @ 11:11pm 
@Bardez Good to know.
Bardez Apr 25, 2023 @ 9:33pm 
Looks like one of my Wretches (Alpha Genes) just mutated packyderm (+75) as well, so I guess I asked too early
Bardez Apr 25, 2023 @ 9:15pm 
I jumped the whole planet going from high-tech settlement to high-tech settlement and in fact found one for trade! So they do appear in-game, it just takes a lot of RNG
Ygdrad  [author] Apr 25, 2023 @ 11:08am 
@Bardez That's a good question. I'm not sure how genes show up in game. I think for a gene to show up on a NPC character it would have to be part of that geneotype. As for the gene showing up as something you can buy from merchants, unsure if this would show up either. I don't have a good enough knowledge of how things work on that front.
Bardez Apr 25, 2023 @ 7:59am 
Do these spawn in-game or is it just for custom geneotypes?