RimWorld

RimWorld

Biotech Gene Variety
98 Comments
Shodan2072 Jan 12 @ 6:18pm 
Hmm, in my game the macro and subprocessor are not connecting to the gene assembler.

Anyone know how to fix this?
Nyx (She/Her) May 26, 2024 @ 11:15am 
Works in 1.5, just needs the tag
Gasdobun May 11, 2024 @ 3:11am 
So, maybe we could get info on 1.5?
GK_QJY88 May 5, 2024 @ 12:18am 
1.5 plz
Sylen Apr 23, 2024 @ 2:32pm 
i'm currently playing with this mod on 1.5, seems to be working
AngryCarp Apr 22, 2024 @ 4:26pm 
Does anyone know if this works in 1.5 as is?
hourai_haikus Apr 14, 2024 @ 10:27am 
Hello!
Will this mod be updated to 1.5?
Birbvs Memeticvs Apr 7, 2024 @ 2:36am 
@ Erythion +1 - Same issue here. You could try out a mod called "Immortals". There's a submod that makes that immortality into a heritable gene, but the gene is expensive and a bit powercrept.
Erythion Apr 3, 2024 @ 3:05am 
the generic Deathless gene doesn't actually make the pawn deathless. I feel scammed :/
Tomoe Mar 24, 2024 @ 12:41am 
Will there be a mod update?
DJCainong Jan 4, 2024 @ 12:26pm 
This makes me need to make them pop up every time I trade genes.:steamsad:
DJCainong Jan 4, 2024 @ 12:24pm 
Trader cannot identify the gene in the gene storage tool provided by this mod. If you notice this message, please fix this bug.:gk_smile:
The Ducktor Nov 14, 2023 @ 3:40pm 
Insane....
Cectut Nov 6, 2023 @ 11:26am 
@Gehenna it would probably cause a lot of incompatibility. I think it'd be better to have a mix of card genes and slider genes, though not in the hacky solution that this mod and current rimworld uses.
Gehenna Jul 13, 2023 @ 5:22pm 
I honestly wonder how hard it would be to just scrap the genes-as-selectable-cards system altogether and just use a slider
kspksp666 Jun 23, 2023 @ 12:53pm 
Would it be possible to make the aging rate also affect the growth rate? Children with accelerated aging just can't get any growth tiers
16JSundberg4 May 29, 2023 @ 6:42pm 
Can someone confirm something for me? With the Ageless gene, does the faster aging gene (For children) contradict/conflict with it or is the fine?
Dragon_ao_sky May 28, 2023 @ 4:37pm 
may I ask that is there anyway to sell the genepack in gene register directly?
Joselito Apr 30, 2023 @ 12:02pm 
Sadly, no pregnacy genes
chrisque1 Feb 24, 2023 @ 6:26pm 
"newcadence 24 Dec, 2022 @ 5:32pm
Would you consider looking into a way to have child aging factor genes stack with the growth vat's base 20x aging speed, or perhaps a gene to increase growth vat aging speed like the ideo precept?"

+1
deKxi Feb 16, 2023 @ 10:03pm 
Nevermind, just seen your response on your Oops mod that the trading is broken and you aren't sure why (and also have discovered the 'fix' from the other mod is only for the colouring with traders when viewing other genepacks, it doesn't allow the traders to see the genes you have in these buildings).
Ah well, is what it is. Ignore everything I've posted :P
deKxi Feb 16, 2023 @ 9:57pm 
It seems like it's been patched when using the standalone version of your mod, but not this version that includes the buildings https://steamcommunity.com/workshop/filedetails/discussion/2882497271/3495383439594732957/

Would just loading both of your mods solve the issue in the short term or would the duplicated references cause issues? My hope is it would just overwrite and use the same ID's or w/e, but idk much about modding with rimworld yet
deKxi Feb 16, 2023 @ 9:53pm 
Just realized it's probably because selling from gene banks is coming from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2882497271

Would love to see these made compatible, but no idea if that's easier on your end or the other authors mod (probably theirs I would assume)
deKxi Feb 16, 2023 @ 9:37pm 
Same problem as Fishy, orbital traders cant see my genes when using gene registers
newcalypso Dec 24, 2022 @ 3:32pm 
Would you consider looking into a way to have child aging factor genes stack with the growth vat's base 20x aging speed, or perhaps a gene to increase growth vat aging speed like the ideo precept?
Fishy Summoner Dec 23, 2022 @ 5:12am 
Not sure why, but I'm unable to trade with orbital traders with the genes stored in my gene registers. They simply don't show up on the trading menu, but all the genes in my normal gene banks do. Trade beacon definitely covers the whole area of the registers, not sure what I'm doing wrong here
KU001 Dec 17, 2022 @ 8:08am 
Mod is excellent, but I still feel a bit limited. If you can, add some genes (body size, some more traits, royalty and ideology genes).
Thank you very much!
Rinem Dec 5, 2022 @ 8:49am 
@redundantusage death immunity gene doesn't work at all
Jenkem Dec 1, 2022 @ 6:27am 
Do some of these genes randomly spawn in the endogenes for baseline humans?
Julsons Nov 26, 2022 @ 7:14pm 
Is this okay to remove mid-playthrough? None of my colonists have these genes
Cytron Nov 26, 2022 @ 6:12pm 
Save Game Compatible?
redundantusage  [author] Nov 22, 2022 @ 10:52am 
Holgast, I appreciate the dedication, and I added a link in the description for others who don't like the abbreviations either.
Holgast Nov 22, 2022 @ 4:59am 
I just noticed the register is better than the archive...after building a million archives and wondering why it's still not enough 😂
Holgast Nov 22, 2022 @ 4:25am 
While I like the scientific gene names, I thought it was a bit hard to sort through all of them in the gene menu when you have a lot, so I made an unobfuscated names patch here .
redundantusage  [author] Nov 20, 2022 @ 4:47pm 
Rince, glad you're enjoying it, it can be a learning curve coming at it new, for sure.

jmbc_15, the full list is in the description above, you can also see them all in game of course, none of locked behind anything. The mod does not force any traits, it works just with raw values of the pawn, thus allowing for a xenogroup that are naturally beautiful, but who are also capable of being more beautiful or ugly within the group, like normal humans would be. As far adding mid-game, I have no idea (don't believe it should though), but worst case scenario you could make a backup and load it in and see what happens. If it borks your game let me know and I'll warn others in the description.

Proxyer, I really appreciate the effort in making the translation, I linked your mod and the other current translations in the description for those who might need it.
Proxyer Nov 20, 2022 @ 11:51am 
Hello author redundantusage. I created and published a translation submod to your mod. I hope that it will help Japanese users to use your mod. Thank you for your wonderful mod.

[1.4] [Sub-MOD] Biotech Gene Variety add Japanese Translation
https://steamcommunity.com/sharedfiles/filedetails/?id=2891239691
jmbc_15 Nov 20, 2022 @ 7:10am 
Is there a way to see the full list?

Does this adds genetics that forces traits?

Is this safe to add mid-game?
Rince Nov 17, 2022 @ 10:31am 
all nice and cool, but names of the genes is complete pain
or it going to be until i gonne study them
real science shit is going here, and its kinde nice touch on the topic
Chief_Curtains Nov 15, 2022 @ 11:48pm 
Rimworld.Need_Food and Verse.RaceProperties offer some options to altering the hunger rate if you are familiar with working in C#.

There is a Float value in Verse.RaceProperties called "FoodLevelPercentageWantEat" which may offer a solution to that problem. It carries the values for different diets (Herbivorous, Ovivorous, Carnivorous, etc) and tells them at what percentage of their total hunger level they will begin searching for food.

You can use harmony to patch in a new gene, say Insectivorous in Verse.DietCategory.

Adjust the max level with an override in Rimworld.Need_Food.MaxLevel

and finally set the percentage of when to search for food by harmony patching in the category to RaceProperties.FoodLevelPercentageWantEat

case DietCategory.Insectivorous:
return 0.55f

for example.
redundantusage  [author] Nov 15, 2022 @ 5:30pm 
Fisherman and Shady, neat ideas for sure. Not sure if I'd be able to make it work, but I'll add it to the list to look at for sure.

Lucallia, I'd be pretty surprised if my mods messed with filtering, as nothing in my mods does anything with any of that, but if others can replicate the issue I'll take a look and see if I can figure it out for sure. Either way thanks for the feedback.
Lucallia Nov 15, 2022 @ 3:38pm 
I think something in your mod messes with the sorting filters in item inventories and bills. After I activated it I wasn't able to filter my smelter for biocoded weapons. All other such filters were missing too (eg. tainted, smeltable, etc) They came back after I disabled the mod.
Shady Suspicious Smiling Man Nov 15, 2022 @ 2:17am 
I think a possible way to deal with hunger as a gene without double dipping could be how often they eat. Think Hummingbird constantly eating vs Snakes eating a big one once a week or two.

The implementation might be quite complex, not sure if its doable in XML, might be a C# thing

But in this case the math would either be to increase the max hunger the pawn can store(i'm not sure how the math with hunger rate would work out),

or some sort of multiplier to nutrient intake based on the hunger rate from the genes, then reduce the effective hunger rate.

The pain is to keep the hunger change neutral, So a pawn with 200% hunger rate gets half the nutrition from food for example, while their real hunger rate is normal, instead of eating twice as often they eat twice as much, possibly more if its op since it simplifies the logistics to an extent.

or make a hemogen bar that acts like a 2nd hunger bar, draining into the main. maybe even slow them down if full.
Fisherman_56 Nov 14, 2022 @ 10:03pm 
Maybe some neutral efficiency-wise, but compromising in other ways genes? Hunger genes might fall into this category: faster metabolism tends to eat more energy, even if efficiency is the same, but it also means that organism has more energy to spare for things like cell regeneration and physical activities.
Also, I think we need to open discussion thread for easier tracking of ideas.
redundantusage  [author] Nov 11, 2022 @ 11:40am 
mothic, glad you like the names, thanks for trying out the mod.

Kosmischer, I actually intentionally avoided the hunger gene because technically most genes are hunger genes given that many impact metabolism, just felt like double dipping at the time, since reducing overall speed would act as a multiplier against metabolic inefficiency. I appreciate the suggestion though.

Shady, your points are valid and I can't disagree with that. Best as I can tell, without hyphenating the name with scientific + effect or just swapping to outright effect, there's no easy way to hover and see the gene effects, which brings me back to my original issue, which is that I'm not yet competent enough to implement an options menu (C# versus XML), because if I was I'd add a toggle between scientific, scientific + effect, and effect. If I someday reach that point, I'll be happy to add those options though. Thanks for your thoughtful feedback though, it is appreciated food for thought.
Shady Suspicious Smiling Man Nov 11, 2022 @ 10:05am 
As much as the names add that realistic science feel about it (which I like as a nerd), but from a gameplay standpoint the fact that I need to pause my thoughts to either check the details or try to process the abbreviations does take away from gameplay(it makes shopping for genes hell)

I feel like a good middle ground would be to have a bracket besides the name for example CNSC4(Conciousness+4%).

Another alternative is to include those names in the description and have a setting to swap between the science names and intuitive names.

Yeah its a divisive hill as it is a fight between smooth intuitive gameplay, and immersion with the science names

It's why some games use names like "sniper" "pistol", because not everyone can smoothly decode its function and they have to divert their attention to finding out what it is

I love the extra effort you put in the descriptions and stuff too, explaining what the gene does to the body that causes the effect instead of just "it gives u 20%"
Kosmischer_Kauz Nov 11, 2022 @ 9:46am 
Maybe something that makes Hunger Rate +/- :D
mothic Nov 11, 2022 @ 2:01am 
seconding @chillociraptor on the names, as another biology major (evolutionary genetics) this mod caught my attention as adding a bit more realism to the genetics system.
redundantusage  [author] Nov 10, 2022 @ 11:10pm 
chillociraptor, glad you appreciate the names, honestly never expected it to be such a divisive hill.

RdngShotgn, some pretty cool ideas in there, if you end up messing around and making them into a mod, please share them on here, I'd love to check it out.

Just as an update: Added compatibility to the Biotech Cloning mod Clone Extractor so that it can make use of the buildings from this mod, for people that care to run both.
Kokorocodon Nov 10, 2022 @ 6:35pm 
these ideas are gold, please do them dude.
RdngShotgn Nov 10, 2022 @ 2:06pm 
If I put the same gene into the same pawn multiple times, will that increase the chance that their child will inherit it?