RimWorld

RimWorld

Expanded Archite Genes
27 Comments
alite  [author] Feb 24 @ 12:21pm 
For anyone interested, I have a Discord poll [discord.gg] running at the moment regarding if I should make a More Biotech Style abilities mod. At the moment, I don't really have any big ideas for it, so if enough people respond yes to the poll, the server will also end up being a good place to pitch ability ideas you think would work well for the Biotech Style series because I'll be making a forum post to make a collection of them. Since the few ideas I have for it are boring, any input is appreciated.
alite  [author] Jan 28 @ 11:13am 
Updated Expanded Archite Genes to include 26 aptitude genes for those who have both the EBSG framework and More Aptitude Genes (or the MBSG all in one). These are in their own section called archite aptitudes because the vanilla aptitude gene system made making archite versions of them very difficult.
ChrisPikula Jan 16 @ 4:42pm 
Oh, yeah, it's off. It's an absolute bodge. But it worked for the moment, and an extraneous category is not the worst. When I'm trying to bodge a few hundred minor errors, no thinking fixes are best fixes. lol

Thanks for the quick fix! :-)
alite  [author] Jan 16 @ 2:05pm 
That's a bit off. I forgot that I'm using the AG food category when AG is enabled, so I just need to update the food patch. I'll have the fix uploaded momentarily.
ChrisPikula Jan 16 @ 11:26am 
For now, I just shoved
<GeneCategoryDef>
<defName>EBSG_Food</defName>
<label>eating</label>
<displayPriorityInXenotype>500.01</displayPriorityInXenotype>
</GeneCategoryDef>
into the top of EBSG_EatingSpeed.xml
Until the mod gets updated. :-p
ChrisPikula Jan 16 @ 11:25am 
I'm getting a weird error with

Could not resolve cross-reference: No Verse.GeneCategoryDef named EBSG_Food found to give to Verse.GeneDef EBSG_TerribleEatingSpeed
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

EBSGA_MinorArchiteEatingSpeed, EBSG_MinorEatingSpeed, EBSG_BadEatingSpeed, EBSGA_ArchiteEatingSpeed, EBSG_EatingSpeed, EBSGA_MajorArchiteEatingSpeed, EBSG_MajorEatingSpeed, EBSG_ExtremeEatingSpeed, EBSG_SuperEatingSpeed, EBSG_HyperEatingSpeed.

I've got
MGSG - All in One
Alpha Genes
Alpha Genes - Insectiod
EBSE Framework
EBSE - All In One
E A G (This)

I think what's happening is that the EBSG_Food category isn't being made, in EBSG_FoodPatch.xml, but EBSG_EatingSpeed.xml puts stuff into it anyway, via EBSG_EatingSpeedBase. Might want to just change the patch in EBSG_FoddPatch to target @parent="EBSG_EatingSpeedBase", use it as a catch all?
alite  [author] Jan 14 @ 2:09pm 
Added eating speed genes
Draxiss Nov 30, 2023 @ 3:03pm 
I just kind-of assumed that a +80% Night Vision Efficiency means that the pawn's night vision works 80% as well as it would in the day time.
alite  [author] Nov 30, 2023 @ 4:56am 
While I have added compatibility in Superhero Genes(albeit poorly), I'm not currently planning on adding it to the Biotech Style stuff personally because I don't know what stats would be considered balanced in CE. I don't know what CE changed or added, so I don't know how to balance it.
Draxiss Nov 30, 2023 @ 4:56am 
Here, I went ahead and made a compatibility patch for it: https://steamcommunity.com/sharedfiles/filedetails/?id=3100662123
Draxiss Nov 30, 2023 @ 1:36am 
FOUND IT. It's Combat Extended. Of COURSE it would be Combat Extended. Here's the patch code, found in my [path to workshop mods]/2890901044/Biotech/Patches/GeneDefs/GeneDefs_Misc.xml file:

<Operation Class="PatchOperationAdd">
<xpath>Defs/GeneDef[defName="DarkVision"]</xpath>
<value>
<statOffsets>
<NightVisionEfficiency>0.8</NightVisionEfficiency>
</statOffsets>
</value>
</Operation>

What's odd is that I can't find a patch operation to remove the original <ignoreDarkness>true</ignoreDarkness> section. I think in CE, darkness still applies a penalty to shooting even if it doesn't affect work speed or movement. That's my guess, anyway. Anyways, I understand if you're not too keen on opening the rabbit hole of CE compatibility.
Draxiss Nov 30, 2023 @ 12:12am 
Well shoot. I was just going by the listed effects which include "Night Vision Efficiency +80%." I had thought that was a vanilla description. Weird.
alite  [author] Nov 27, 2023 @ 3:22pm 
I may do vanilla style ability stuff in the future, but it would likely be a distant thing.
Hamacelos Nov 27, 2023 @ 5:40am 
any chance we could get archite stronger versions of the vanilla abilities( maybe with more charges)
alite  [author] Nov 26, 2023 @ 4:54am 
Not sure what mods you have installed, but vanilla dark vision does not increase sight while in the dark. The only effects as taken from the wiki [www.rimworldwiki.com] are:

- Negates the Global Work Speed penalty from darkness.
- Negates the Move Speed penalty from darkness. Note: This effect is not mentioned by the in-game description
- Removes mood: Darkness: −5

I have also looked through the game code and tested in the game to see if the wiki missed anything, and I cannot find any boosts granted by darkvision, only the negation of penalties. If you specify what mod causes that effect I can take a look at adding compatibility, but without that information I'm afraid I can't help.
Draxiss Nov 26, 2023 @ 2:08am 
Dark Vision is incompatible with the Archite Vision genes even though Dark Vision provides a different benefit to the Archite Vision genes. While both turn off effect darkness has on work speed, Dark Vision also increases visual quality but +80% in the dark. Archite Vision genes don't touch that effect. Either the Archite genes should explicitly provide scaling versions of those darkness bonuses, or the genes shouldn't conflict.
alite  [author] Nov 17, 2023 @ 3:11pm 
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FungalFish Sep 24, 2023 @ 4:49pm 
Also, in case you didn't know, these Archite genes aren't in the Archite display category. They're in their own respective categories. Like Major Archite Speed would be in Movement, for example. Maybe that's why you didn't see them.
alite  [author] Sep 24, 2023 @ 4:38pm 
Are you using any MBSG or EBSG mods? I made it so this only adds archite genes when one of those are available to avoid giving people a bunch of genes they aren't interested in.
Angelic_Crusader Sep 24, 2023 @ 4:35pm 
For me only the genetic streamlining and metabolism appear the rest just dont appear
alite  [author] Sep 23, 2023 @ 12:54pm 
Most of them are not compatible. The only exception to this is Hemogen Recovery, where you may only take one archite version, but can combine that with any number of the non-archite ones.
SariusSkelrets Sep 23, 2023 @ 12:46pm 
Are these genes compatible with their non-archite genes (such as stacking non-archite heal boost and archite heal boost)?

I'm wondering how much they can stack
alite  [author] Sep 23, 2023 @ 11:54am 
That should be processing. Thank you for mentioning it.
Attention Deficit Dave Sep 23, 2023 @ 11:49am 
Second picture, Archite Hemo-Precessing

Should that be "Hemo-processing?"

Just wanted to call it out. Love your gene mods!
LouId Sep 23, 2023 @ 8:21am 
ok subbed
alite  [author] Sep 23, 2023 @ 8:11am 
No
LouId Sep 23, 2023 @ 8:03am 
will this mod be added into the EBSG all in one ?