RimWorld

RimWorld

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EBSG - Health Genes
   
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Mod, 1.4, 1.5
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747.563 KB
Dec 16, 2023 @ 5:51am
Mar 15 @ 1:08pm
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EBSG - Health Genes

In 1 collection by alite
Expanded Biotech Style Genes
24 items
Description
Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

This mod adds 49 new genes. 8 of them for impacting biosculpting speed by 33%, 66%, 150%, 200%, 250%, 300%, 350%, and 400%.

29 genes are part of the EBSG - Body Parts section, and remove or damage various parts on xenotypes with that gene. Most of these damages can be reversed by completely replacing the part, but until your colony is developed enough for that I recommend not letting that pawn that's missing a kidney get too sick.

The remaining 12 genes are randomizers. They will select random body part genes from their lists to apply to the pawn after spawning. The randomizer itself is never inheritable, so if an individual in a xenotype spawns with a missing arm, their descendants can only inherit that missing arm, not the randomizer itself.

Note: The damage organs genes sometimes doesn't take away exactly half of a part's health due to weird rounding. It should still be very close though, just sometimes half a point to a point of damage off.
Note 2: If you combine enough of the genes you can end up with a pawn that is constantly downed. Non-vital parts (eyes, ears, etc) won't cause these issues, but if you gain 5 or more metabolic efficiency from damaging/removing vital/moving parts the risk of downing increases considerably. For example, met 3 lungs + met 3 legs will usually stop most of a pawn's movements.

Included in Expanded Biotech Style Genes - All in One.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
8 Comments
Ciurrus Dec 18, 2023 @ 5:25pm 
I'll sign up to your discord and shoot questions there, thank you again.
alite  [author] Dec 18, 2023 @ 5:07pm 
You're welcome. If those don't help let me know with more specifics about what your goal is and I can see if I have any other links that could help.
Ciurrus Dec 18, 2023 @ 4:50pm 
Thank you, I'm going through the links you provided.
alite  [author] Dec 18, 2023 @ 4:46pm 
I didn't have a specific tutorial for it, but depending on what kind of help you're looking for, the EBSG Framework may be able to help you.

If you're trying to learn the C# side of it, the source code for the hediff adder class may help as a reference [github.com].

If you're just trying to make your own genes that add hediffs, EBSG Framework has a Hediff Adder [github.com] class, and the Vanilla Expanded Framework has a gene extension [github.com] if your gene needs to be using another class.
Ciurrus Dec 18, 2023 @ 4:15pm 
do you have a tutorial or resource you used somewhere for your gene -> organ mods? i've been trying to apply hediffs to body parts for the longest and have gotten nowhere :/ VS community wont install extensions and VScode doesn't work to the Extent VS community should :/
alite  [author] Dec 18, 2023 @ 3:47pm 
12 new randomizer genes have been added.
alite  [author] Dec 18, 2023 @ 4:44am 
I can do that. It might take me a day or two, but I'll post here once I'm done.
FungalFish Dec 17, 2023 @ 7:00pm 
Hey could you add a gene that exchanges itself with a random damaged gene, or results in a randomly damaged part? It would be awesome for zombie-type xenotypes.