RimWorld

RimWorld

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Vanilla Genes Rebalanced
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Mod, 1.4, 1.5, 1.6
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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
45 items
Quality of Life & Base Pack
69 items
Description
[www.patreon.com]

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 made bonuses mirror them (-4%, +2% to -10%, +10%)

  • 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.

Mod Discord
[discord.gg][ko-fi.com]
79 Comments
Salep Nov 23 @ 7:08am 
+20% extra base speed is a bit over buff I had to patch it myself. otherwise great mod thx for your work!
Mitsurugi Nov 22 @ 7:14am 
Goes by RED Mattie, uses BLUE girl with horns as avatar.....🤔sus
BiggerNDumber Nov 8 @ 10:59pm 
Love this. Especially the incapable of violence one. Incapable of violence being strictly worse than weak melee damage + nearsighted has always been so weird. Superclotting being 1 efficiency was a steal. Not sure movement speed needed a buff, it IS hard to notice, but movement speed is so universally useful and combat vital that any increase is high priority and worth the cost. I think very sleepy should be somewhat devastating, it's a gene that really says "Hey, you've decided that a +10 metabolic swing is worth -15% consciousness, a plasteel sink, and EMP vulnerability." Makes it unviable as an endogene, but not as a xenogene, which I think is a spot at least some genes should occupy.
RedMattis  [author] Oct 7 @ 3:05am 
@Gabe Knight
What Daemonjax said.

It is a bit awkward-looking but it basically just sets work speed to 100%.

@Flying Lizard
Might be the description here is slightly out of date.

It goes from -0.2 to -0.45. And I apparently made the bonus mirror the penalty.

Regardless it still just amounts to roughly 10% (0.45/4.6 decreased or increased movement instead of 4% (0.2/4.6)

...I'm not sure why Ludeon bothered having a gene that brings such a tiny change to movement.

I suspect Naked Speed is always worth it in vanilla. +2 metabolism for 4% reduced based movement when armored isn't much of a disadvantage, while the benefit for Yttakin is an amazing +2% movement speed.
Daemonjax Oct 3 @ 11:05am 
Because 0.85 * 1.18 = 1.003
Gabe Knight Sep 3 @ 12:54pm 
Okay I just made a try, and concretely, now Trotter hands does add: 85% manipulation/118% global work speed, and still brings metabolic efficiency +1. Pretty sure numbers would be more clear in the paragraph you wrote.
Thanks anyway for the great mod.
Gabe Knight Sep 3 @ 11:16am 
Hey! This looks like a pretty solid and well-balanced mod. However, regarding the changes to Trotter hands, they seem like a rather strong buff, and I'm not sure I fully understand what the intended drawbacks or downsides are behind that
Flying Lizard Aug 23 @ 1:03pm 
A small bug report (is it a bug? or intentional?)
Naked Speed does not do what it says on the tin. Base naked buf is +0.1. Your mod pushes it to +0.45, which is WAY more than "roughly doubled", instead the same as the -0.45 when clothed.
RedMattis  [author] Aug 21 @ 2:17am 
@Realm Imp
Yes. All my mods should be possible to add to ongoing runs.
girk Aug 21 @ 12:15am 
can i add this on a existing save? sorry if this has been axed before