RimWorld

RimWorld

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1trickPwnyta's Biotech Patch
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Mod, 1.5, 1.6
File Size
Posted
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1.368 MB
Apr 9 @ 12:55pm
Jun 16 @ 11:23pm
4 Change Notes ( view )
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1trickPwnyta's Biotech Patch

Description
Support for version 1.6 is confirmed, but more testing is needed. Please report any bugs in the comments. Thank you!

This mod makes a handful of small tweaks to the Biotech DLC that are intended to make the game a bit more enjoyable without changing the gameplay too much. Each tweak can be toggled on or off in the mod settings.

Children
  • The Child Labor: Encouraged precept requires children to be scheduled for at least 4 consecutive hours of work instead of requiring no scheduled recreation, since children don't recreate anyway.
  • The text for the right-click command "Prioritize growing growth vat" is changed to "Prioritize loading growth vat".
  • Children will not automatically gain a weird nickname like "Man" or "Dude" or "Bicep" at growth moments.
  • Children are called by their first names by default, instead of sometimes going by their last names.
  • Growth moment dialog trait/passion choices are colored. Traits are gray if they would be suppressed by a gene. Passions are red if they would conflict with a gene (such as Awful Mining).
  • Bug fix: Traits selected at growth moment are unsuppressed by genes that should suppress them (pyrophobia/pyromaniac).
  • Lactators can stop breastfeeding before the baby is full if something more important comes up (such as their own needs not being met).
  • Bug fix: If a pawn giving birth is downed and then undowned during labor (such as labor going from debilitating to mild), the ritual is cancelled.
  • Doctors will automatically give the baby to the parent to breastfeed after delivery.
  • Pawns won't move babies to a safer temperature until the baby has at least initial heatstroke/hypothermia.

Genetics
  • The auto-wake setting is enabled by default for deathresters.
  • A message appears at the top of the screen when a deathrester wakes up.
  • The Health tab can be used to order xenogerm implantation even for xenogerms that are forbidden to the patient.
  • An alert appears on the right side of the screen when a pawn is deficient in a drug they need in order to survive because of their genes.
  • When ordering a pawn to priotitize creating a xenogerm, they will do it until finished instead of getting bored and leaving after a few seconds.
  • Bug fix: Same xenogene/endogene can both cancel each other out if they give the same trait.
  • Bug fix: Children of a custom xenotype and another custom xenotype or baseliner are labeled as baseliner.

Mechanoids
  • Colony mechanoids are shown in the colonist bar.
  • Mechs can be ordered to move outside the mechanitor's command range, since zones could be used to accomplish this anyway.
  • Friendly mechs are assigned auto-repair be default.
  • Bug fix: Abandoning the exostrider remains prevents mechanitor complex quest.
  • Friendly mechs can be controlled even when their mechanitor is on a caravan, since the mechanitor doesn't have to be on the same map anyway.
  • Friendly mechs can self-charge on top of power conduits and other non-chair standable buildings.
  • Friendly mechs remember their control group assignment upon being resurrected.
  • Friendly mechs with no energy who need to be carried to a recharger use a different symbol (power outage symbol vs. self charge symbol) and get an alert on the right side of the screen.
  • Friendly mechs can be given right-click orders to prioritize specific tasks without the need for dev mode, both while undrafted and drafted, similar to humans.

Miscellaneous
  • No more message spam when extracting hemogen from a prisoner of a hostile faction.
  • No more message spam when wastepacks deteriorate outside of the home area.



Updates
06/16/2025: Update to 1.6, remove features now vanilla
05/21/2025: Fix conflict with Pawn Name Variety, fix pawn name errors when reloading saves
04/13/2025: Fix conflict with Character Editor

Credits
  • Mod icon: @mouse_draws[x.com]
  • Positive thoughts: Viewers like you
Popular Discussions View All (3)
3
Jun 20 @ 4:55pm
Settings dropdown missing if Achtung! also installed
Isajii
3
May 12 @ 11:03pm
Issue
Yoann
1
May 12 @ 5:46pm
possible fix to instant-age up of newborn pawns to 14?
THEwarcat101
45 Comments
Azure Jul 26 @ 5:19am 
Mechanoids can be controled out of range but I still can't command hem to attack
SalazarWindriver Jul 25 @ 4:17am 
Is it possible to have an option to only show combat mechs in the colonist bar? or force them on to a second layer or something? They take a lot of space up but being able to control them for combat.
Tinda Jul 20 @ 12:33pm 
I've been looking for ages for something that makes people go by their first names. Here I find it for children, which is glorious, but would it be possible to get that by default for all pawns?
M2Ferocious Jul 18 @ 7:07pm 
awesome:steamthumbsup:
Con Jul 16 @ 10:51pm 
same as dirigible, was looking for infinite mechanitor range and instead found all of these great QOL changes :dslike:
Dirigible Jul 14 @ 6:07pm 
I just wanted this for mechanitor command range but it turned out to have a bunch of sick changes, good job mate
JoeOwnage Jul 11 @ 12:17pm 
you rock
1trickPwnyta  [author] Jul 11 @ 9:44am 
@JoeOwnage lol what? They took that back out? Good grief...yes, I'll add it back to the mod. Might be a bit before I get to it though with the new DLC having just released.
JoeOwnage Jul 11 @ 6:28am 
1.6 unstable gave us the ability to right click and tell a mech to prioritize, now that functionality is gone. Would it be difficult to patch back in do you think?
1trickPwnyta  [author] Jun 23 @ 5:58pm 
@Blueo I believe they said they fixed it, but when I tested it was still broken. So for now the option still exists (and whether it is "patched twice" or not, it does work correctly).