RimWorld

RimWorld

214 ratings
Progression: Genetics
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Mod, 1.4, 1.5
File Size
Posted
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391.955 KB
May 4, 2024 @ 2:25pm
Apr 5 @ 9:17pm
8 Change Notes ( view )
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Progression: Genetics

In 2 collections by ferny
The Progression Modpack | Ferny (1.4 BIOTECH)
643 items
The Progression Modpack | Ferny (1.5 ANOMALY)
901 items
Description








Disclaimer
As a fair warning, this moves the genetic portion of the game later down the line. I personally think this is a good thing and lengthens the intrigue of a colony, but if you disagree maybe don't get this mod.

Best paired with
- Animals Category, removes the genetics category and makes a more general one for animals, eliminating clutter.

FAQ
  • Save game compatible? | Should be basically fine. If you add it post research, then things'll just be a little wonky in terms of progression but you should be fine in terms of like the fabric of the game itself.

Compatibility
  • Even though this mod replaces every function of it, Is it Xeno or Animal Genetics is compatible.
  • Anything in my fernworld modpacks
  • Practically any mods. This is just patches.

[ko-fi.com]


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92 Comments
ferny  [author] Apr 21 @ 10:49pm 
@Hex: Thicc grass Yep, this is the full sequel/replacement for it
Hex: Thicc grass Apr 21 @ 5:02pm 
is the mod "is it xeno or bestiagenetics" suplanted by this one?
ferny  [author] Apr 20 @ 2:16am 
@peterpepper This patches the mods listed. So depending on whether you have the given mod enabled, the patches will occur. If you autosort it will automaitcally place this where it needs to be.
peterpepper Apr 20 @ 2:14am 
does this mod include all of the content from the other mods, or should i be adding them as well and having this at the bottom of my load order to tidy it up a bit?
ferny  [author] Apr 5 @ 9:19pm 
v8 - removed patch renaming trader to animal genes trader, now it's back to just genetics trader (with the assumption that you are using a mod like Too Many Mods, which adds xenogenetic stuff to the trader)
Kodi Sky Mar 5 @ 5:57pm 
Making mods work together better is one of the best types of mods a person can make. Thank you so much.
Morbius1 Feb 2 @ 10:52pm 
Thank you for this. Return to readable tech trees today.
ferny  [author] Jan 25 @ 10:33am 
@Three Thank you:))
Three Jan 25 @ 3:18am 
Yay, this is a mod made for me! I never delved, somehow heavily, into genetics precisely because the “common” nomenclature was confusing and it was hard to grasp it all. Now this path seems so much easier! And the fact that genetics is moved further down the game fits perfectly. After all, no one is going to get into genetics when the problem is keeping the cooler at the right temperature. Thanks again for the awesome work you did. :ecos:
Dusty Dec 27, 2024 @ 7:19pm 
finally, genetics mods are playable

Seriously though, this mod's amazing. I've been avoiding Ancients in particular for so long because of how mixed-up things immediately get due to muddy nomenclature. Clarity is underrated as hell.