RimWorld

RimWorld

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Vanilla Genes Rebalanced
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Mod, 1.4, 1.5, 1.6
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166.219 KB
Dec 23, 2022 @ 10:52am
Jun 21 @ 9:30am
11 Change Notes ( view )

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Vanilla Genes Rebalanced

In 2 collections by RedMattis
Red's Workshop Mods
44 items
Quality of Life & Base Pack
44 items
Description
This is a ridiculously light-weight mod that rebalances Vanilla Genes.

It is not going to buff your favorite stronk genes, it is mostly very minor tweaks to make some underwhelming genes less underwhelming.

Changes:

  • Slow healing reduces healing speed to 65% instead of 50%.
    I doubt anyone intentionally picked this gene

  • Trotter hands no longer reduces general labour speed. This means that the pigkskins will do their work as fast as baseliners; they'll just do it more clumsily.
    The gene should have probably be worth -3 metabolism as written in vanilla. -15% Manipulation is terrible due to the vast number of knock-on effects, but to avoid messing with the metabolism of pigskins a buff was used instead.

  • Toxic Environmental Resistance and Toxic Resistance are both 75% effective instead of 50% effective. There wasn't much of a point to dying slightly slower to toxic effects.

  • Superclotting costs 2 instead of 1. If you need this on a pawn it is probably worth far more already anyway.

  • High/Low Temperature Tolerance now give 30C of resistance instead of 20. You all have Parkas already by the time you're even looking at this gene. This buff actually makes it a bit legit to have cold-resistant furballs in plate armour in cold biomes.

  • Movement Speed Genes gives -8%/+10%/+20% extra base speed. The previous values were a bit too low to even be noticeable. This is more than a double bonus, almost like basic bionic legs if you get the "Very Fast" one. Pros: Impids are better. Cons: Impids are better.

  • Addiction Resistance gives 75% resistance instead of 50% so you can tear your hair out when they get an addiction anyway.

  • Addiction Immune costs 2 instead of 5 because you're probably going to add a Dependency anyway instead if you've got that available, and it was generally agreed that this gene was a pretty bad deal.

  • Naked Speed. Roughly doubled both penalties and bonuses.

  • Slow Study now gives back an additional point of metabolism.

  • Fire Spew: Cooldown reduced from 5 days to 2.5 days. Useful abillity but the cooldown was a bit overkill. Kept it high enough that you don't hunt animals with it, but low enough that it is usually off cooldown when you get the next raid.

  • Foam Spray: Cooldown reduced from 12h to 2h. If you want to pay 2 metabolism for a mobile firefoam popper it could at least let you use it a bit more often.

  • Acid Spray: Cooldown reduced from 1 day to 1 hour. It isn't a deadly enough abillity to be something you should need to conserve.

  • Animal Warcry: Cooldown reduced from 15 days per charge to 5 days per charge. If you have enough animals around to abuse it then you should be permitted to do so. You are paying 3 metabolism for it, that is a huge cost.

  • Very Sleepy: +80% -> +50%. Rimworld is in large part a time-management game, and sleeping most of the day cripples the usefulness of a pawn.

  • Sleepy: +40% -> +30%. Same as above.

  • Perfect Immunity now gives x1.5 immunity gain speed too. Also gives immunity to food poisoning, because frankly, requiring strong stomach just felt like a weird "gotcha" when it gives immunity to nearly every other vanilla disease.

  • Incapable of Violence now gives 5 metabolism instead of 3.

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67 Comments
Hatsu 18 hours ago 
I'll be real, the only time I'd ever consider actually using naked speed would be if there was little downside tied to the gene effect itself, as being slowed down in armour, not the actual effect of being faster without, is what kills the gene for me. You could give it positive metabolism and I still wouldn't stick it on a pawn.
Shizu Aug 4 @ 1:27am 
Appears it's actually a 4-way interaction between "Expanded Biotech Style Genes - All in One", "More Biotech Style Genes - All in One", "Expanded Archite Genes" and "Vanilla Genes Rebalanced". Removing any one of these mods fixes the override issue but if all 4 are present Strong Stomach overrides Perfect Immunity.

I don't think this is actually an issue that needs fixing on anyone's end, probably just need to use fewer mods.
Shizu Aug 3 @ 11:07pm 
@RedMattis
I've gone through splitting my modlist and found that it was "Expanded Archite Genes" that was actually replacing the vanilla Perfect Immunity with it's own functionally identical one apart from not respecting the overrides.

Sorry for mis-attributing the error. Love your mods
RedMattis  [author] Jul 29 @ 12:28pm 
@Shizu
That sounds strange. The Perfect Immunity gene should always sort before Strong Stomach.

Does this happen with just this mod? If so I'll have to change it.
Shizu Jul 29 @ 5:11am 
Perfect Immunity is currently overridden by Strong Stomach when it should probably be the other way around. This actually affects many of the xenotypes added by your other mods, the Gorgon for example.
RedMattis  [author] Jul 12 @ 7:11am 
@Blueo
It does look like I specifically made those two resistance version-genes free.

Probably I figured the complexity (and actually finding the gene) was sufficient cost at the time. Especially since the immunity version of those is `-1`, and a colony with access to both genes would probably want to go for immunity anyway unless metabolism was real tight.
Blueo Jul 12 @ 6:50am 
alcohol and smoke leaf addiction resistant have no metabolism cost, compared to other resistant genes that cost -1, is this intentional?
Xeonzs Mar 9 @ 12:50pm 
Changes in the description make sense to me, subbed.
zecond Dec 23, 2024 @ 4:30pm 
Can you make it so Super Immune archotech gene overrides Strong Stomach? Thank you in advance.
RynnEver Dec 22, 2024 @ 10:55pm 
Has anyone else noticed that Sleepy is still showing as the default +40% instead of +30%? Great mod overall, these balance changes make a lot of sense to me.