RimWorld

RimWorld

Biotech Capacitor Genes - OP
48 Comments
Petre27  [author] Jul 11 @ 11:12am 
The mod has been updated to 1.6!

@Ghost - I just tested it and it worked. Make sure that the Gene bank is powered and connected to the Gene Assembler

@Torkkar - I don't currently plan to create any more mods. I am pretty busy with work :(
TokoYulip Jun 20 @ 3:55am 
For those checking in, this mod seems to work just fine on the 1.6 unstable.
Ghost Apr 5 @ 3:13am 
Heya, this is super late in but how do you implement them in the xenogram making machine? It doesn't come up as an option to add to xenogram when recombining. I have one in a genebank nearby it?
2001 quesenart toaster Sep 5, 2024 @ 4:55pm 
aw hell YEA
Doggocide Aug 31, 2024 @ 12:24pm 
I can now have an effective super army that doesn't have to be foodless! :D
Torkkar Aug 29, 2024 @ 6:25am 
hey loving these mods but I've a request for an addon to a mod that would fit in here the mod is VRE - Insectors & its a custom race with a geneline editing feature that works seperate from biotech xenotype editor, it allows us to modify an INDIVIDUAL seperate from the xeno type think Zerg & the difference between Zerglings & Hydrolisks, anyway it'd be nice to have a set of negatives traits added to that that works like this with a minimum of 3 & max of 12 so 3, 6, 9, 12 or so as each gene has a count of 1 & requires 1 negative however its balancing is off & from what I've seen most optimal noncompeting genes number about 6 but there's just not enough non-gimping negs to take to afford that many genes.

I'm begging for a yes here dude its a fun mod but needs a little help from something like what you've made here in these works of art.
Petre27  [author] Jun 21, 2024 @ 12:30pm 
@miruem83 - I've made a mod that is similar to this one. I named the mod "Android Reactors", and you can find it easily on my workshop items. https://steamcommunity.com/sharedfiles/filedetails/?id=3190456722
miruem83 Jun 21, 2024 @ 12:27pm 
Hello. Can you make this applicable to Androids?
TcT Goth98 Jun 8, 2024 @ 4:03pm 
How exactly do you get these genes? I can't find them anywhere.
Renix Apr 17, 2024 @ 2:43pm 
Needs mitochondria mods and parasite eve atp
Petre27  [author] Apr 14, 2024 @ 6:40am 
The mod has been updated for 1.5

Let me know if you encounter any errors.
Onikage-056, God of Animatronics Apr 13, 2024 @ 7:38pm 
RimPy will throw a version mismatch error, but it still works in 1.5.
Сельсовет Apr 12, 2024 @ 8:54pm 
1.5 please:steamsad:
Shard Apr 11, 2024 @ 7:19pm 
1.5?
THE MUSHROOM GOD May 3, 2023 @ 11:00am 
nice i need this
Dare Arkin Apr 3, 2023 @ 6:22pm 
FINALLY! My Space Marines shall conquer the Rim!
KemonoAmigo Jan 28, 2023 @ 8:19am 
Nanomachines, son!

Finally I can slowly and organically make the most insanely OP pawn I've always wanted without creating one at the start of the game.
Petre27  [author] Dec 6, 2022 @ 11:50am 
@groovybluedog Adds genes similar to that of biotech, that increase the metabolic efficiency at the cost of complexity. If you don't understand that this means, you haven't played with the biotech. it's a main feature of that dlc.
I don't understand what is unclear about this mod..
groovybluedog Dec 5, 2022 @ 7:09pm 
I'm unclear with what this mod does :o
iErr0r32 Nov 30, 2022 @ 11:02pm 
nice :steamthumbsup:
Petre27  [author] Nov 30, 2022 @ 5:25pm 
@nazminprince , @Игрок It's done. I've created an add-on for this mod.
The link can be found in the description of this mod.
Also i recommend that you read the notes. I added something usefull.
Petre27  [author] Nov 30, 2022 @ 2:43pm 
Sorry for the late response. (irl problems)

@Niv Can you provide a log of the error? I am having difficulties understanding what it broken

@Thread They can be purchased from traders. They are in the same pool with all the basegame genes.

@nazminprince , @Игрок I can probably post a more broken version of this mod in a few hours. I will post a comment, so check back soon.
iErr0r32 Nov 30, 2022 @ 12:44am 
need a more op cheater version of this mod!
TheSparrowOfRealms Nov 26, 2022 @ 2:29am 
I need MORE OP THEN THIS, this still doesn't stand a chance when it comes to other gene adding mods metabolism
Thread Nov 25, 2022 @ 7:46pm 
How do you acquire these?
Niv Nov 22, 2022 @ 12:18am 
It was working fine prior to the update however.
Niv Nov 22, 2022 @ 12:17am 
Hmm. the new update might have broken something. Pregnancy chance. However im using this mod and have the maximum non archite Gene of yours added into my colonists. the "error" is "current Xenotype exceeds metabolism limit" which it does without this mod. My idea is that perhaps the new update is not reading this mods effect correctly as even with my OP Xenotype, this mod still makes it the most efficient of Xenotypes at 50% metabolism
Petre27  [author] Nov 5, 2022 @ 12:55am 
@BlazingImp77151 Yep. that's the basics of it. If you want this mod to be more balanced, you can find a link under the Balance section.
BlazingImp77151 Nov 4, 2022 @ 4:17pm 
cool. so basically this mod adds expensive to make, but useful traits that add metabolic efficiency so you don't end up with pawns who need to constantly eat if you make them have a bunch of positive traits. definitely sounds like something useful.
Petre27  [author] Nov 4, 2022 @ 2:55am 
Implanting a xenogerm, will replace the xenogenes of the person with the xenogenes of the implant.

Archite Capsules are special items that are needed to create xenogerms(the implant) with archite genes (genes with yellow background). These genes are very OP and the capsules are a way of balancing them.
Petre27  [author] Nov 4, 2022 @ 2:55am 
So.. @BlazingImp
Metabolic Efficiency as you have guessed makes your pawns eat a lot more/less food. You can't create a gene implant that has more than -5 metabolic efficiency. So if you want to add more genes, you will very likely have to add a lot of negatives to balance out the positives.

Gene Complexity , when selecting new characters, in the xenogene editor it doesn't matter as far as i know. But to create new implants, each gene has a cost in complexity. The building that creates the implant has a base of 6 Gene Complexity capacity, and you can build aditional buildings that increase it by 2. So if you want to implant cool new abilities, you will need quite a bit of capacity.
BlazingImp77151 Nov 3, 2022 @ 10:16pm 
so as it is, I have no knowledge or experience with Biotech (yet). What exactly happens when you increase the complexity?
I have been told that the downside to having lots of "positive" genes is that they make your pawns need to eat a lot more (metabolic efficiency); how does this affect that? What does having a higher complexity mean? The archite capsules are a form of currency/fuel used to make it harder to apply some genes, correct?
Petre27  [author] Nov 2, 2022 @ 12:38pm 
@SanguinarcAQL No problem ^-^
SanguinarcAQL Nov 2, 2022 @ 12:30pm 
thanks dude !
Osseez Nov 2, 2022 @ 10:25am 
Cool :steamhappy:
Petre27  [author] Nov 2, 2022 @ 8:37am 
@Osseez yes, these are aviable to buy from traders.
Petre27  [author] Nov 2, 2022 @ 8:36am 
@Bjark I do not yet have the knowledge on how to work with genes on recipes. I plan on doing a gene splitter, combiner, and randomizer.
Petre27  [author] Nov 2, 2022 @ 8:34am 
@Moxie Yes, I have created a new mod, more balanced with that gene as baseline.
Petre27  [author] Nov 2, 2022 @ 8:33am 
@Yung SwagnaBlitz I have uploaded a more balanced new version. Check this mod description, under balance.
Petre27  [author] Nov 2, 2022 @ 8:32am 
@Blazerik I have uploaded new version where the genes are archite, and can't be inherited normally.
Petre27  [author] Nov 2, 2022 @ 8:31am 
@SaguinarcAQL I have uploaded a more balanced new version.
Osseez Nov 2, 2022 @ 4:08am 
Anyways, can these be found in the "wild"?
Osseez Nov 2, 2022 @ 4:07am 
@Bjark Yeah i thought for sure there would be some advanced building that allowed you to pick specific in the vanilla dlc. Very important
Bjark Nov 2, 2022 @ 12:01am 
Request/Mod Idea, If possible a Spacer tech buildable that allows you to move genes between two chosen Genepacks, I really hate that I can't condense my storage to be as space efficient as possible and that I can never really fully utilise the 4 gene capacity of the genepacks. Would be VERY appreciated if its even possible. If you dont want to make a mod its completely understandable
Moxie Nov 1, 2022 @ 12:16pm 
There is, in fact, a gene in vanilla that does just this, and it's an archotech gene. It adds +6 metabolism, I believe, and nothing else. This mod is indeed overpowered.
Yung SwagnaBlitz Oct 31, 2022 @ 5:54am 
I really like this, but imo it is overpowered. At the point in late game, where u can use genes, you should have the recources to get 80-120 complexity. Most of the time i wouldnt even get to 50 or 60 complexity when making a xenogerm. 3 or 4 complexity for 1 metabolic efficiency, would seem more balanced
Blazerik Oct 31, 2022 @ 1:16am 
Also consider that the vanilla mechanic (without the mod that fixes it) will almost always ignore inheriting genes with effects greater than 3. even genes with effects of 2 are somewhat rare. The inheritance mechanic is pretty crazily coded
SanguinarcAQL Oct 30, 2022 @ 4:48pm 
Love the idea, but 5 by 5 seem a to be a LOT of Metabolic Efficiency