RimWorld

RimWorld

3,449 ratings
Vanilla Genetics Expanded
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
32.681 MB
Apr 29, 2022 @ 4:08am
Apr 25 @ 6:55am
53 Change Notes ( view )

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Vanilla Genetics Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 items
Description
[www.patreon.com]



See change notes



Vanilla Genetics Expanded is an updated version of Genetic Rim by Sarg Bjornson, with improvements across the board pertaining to game flow, mechanics and art-style where necessary.

We have revamped how the mod plays, how you create new hybrids, what properties the hybrids have, and pretty much everything else in this mod. Do not approach this mod thinking you know it, just because you knew Genetic Rim. It is more or less an entirely new mod. We have spent hundreds of hours spread across years of hard work to make sure everything is well thought-out and balanced, and to provide you, the player, with new avenues to take your playthroughs.

We hope you will enjoy it, and if you’re unsure about anything, please carefully comb through this description which outlines how everything in the mod works.

Docs containing more info about the mod are linked on its GitHub page. We can't link them here directly, nor its GitHub. Steam flags all Google Docs links as malicious, because that's what monopolies do







































































Bear in mind we can't do much about these, they should be reported on the other mods:

- Current bug with Rim73 removing animal controller drafting button. Rim73 is a lost cause, just don't use it, it breaks everything and is unmaintained

- Medical System Expanded 2 and Quality Bionics apparently overwrite our implant quality code

- Animals Logic and Stop, drop & roll apparently mess up with the mechahybrid antennas. This can probably be fixed by load order



[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for mod design, art and mod description.

Sarg Bjornson, the original author of Genetic Rim, responsible for huge amount of art and code, as well as mod design.

Luizi, an artist responsible for many new hybrids.

Reann Shepard, a creative writer responsible for Creative writing and descriptions.

Erdelf, a programmer responsible for the genetics framework.

Taranchuk and Legodude, programmers who helped tremendously.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I add it mid-playthrough to an existing save?
A: It should give no problems, as long as you add the new hostile hybrids faction when prompted by VE Framework.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Is it compatible with X mod
A: We have tested it for more than a month with large modlists, and no incompatibilities have been found, please tell us if you find one.

Q: It takes too many corpses to make a Legendary genoframe!
A: Don't do that, read the tissue grinder's description: "Bear in mind that the cost in corpses effectively doubles for each quality level, making a legendary genoframe prohibitive. The main usefulness of these recipes is to convert two genoframes of a given quality to a higher one, but your main source of genoframes shouldn't be hand crafting them. Go out there and explore abandoned labs!"

Q: I'm getting too many quests / raids!
A: Use mod options to increase / decrease their commonality. Also take into account both quests and raids are decoupled from storyteller, and won't "take the slot" of other quests / raids. Also FFS read the option's description before changing it. If you complain events spawn too often after setting it to 0.1, I WILL delete your comment.

Q: Does this work with Combat Extended?
A: You should ask the CE devs, as they are in charge of the patches

Q: The mechahybrid antennas don't work!
A: That's a mod conflict that no one has been able to troubleshoot in years, and I've never been able to replicate. Disable antennas in mod options.

Q: Pawnmorpher?
A: Yes

Q: Vanilla Factions Expanded - Insectoids?
A: Yes



Following mods have built-in special interactions:

Full patches with hybrid families and genome extraction: Alpha Animals, Dinosauria, Megafauna, Cosmic Horrors and Alpha Bees

Genome extraction: VE Animals, Android Tiers, Anima Animals, Better Infestations, Erin's Wildlife, ReGrowth (Extinct and Wasteland), Vanilla Factions Expanded - Vikings, The Joris Experience




Popular Discussions View All (2)
256
May 11 @ 9:46pm
PINNED: Suggestions
Sarg Bjornson
12
Jul 13, 2024 @ 10:06am
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3,122 Comments
Sarg Bjornson  [author] Jun 29 @ 10:20am 
You have a bug
KindaLikeThat Jun 29 @ 10:19am 
colonists load all ingredients into genomorpher, but it doesn't activate? ingredients are consumed... what do i do?
Sarg Bjornson  [author] Jun 29 @ 1:01am 
Lots of things that could be done, but only so much hours in the day :)
Tookatee Jun 29 @ 12:56am 
You also have the Anamoly DLC to make use of, lots of unexplored potential for hybrids there using a bunch of stuff, including bioferrite, the obelisks, and the artifacts for any high end hybrids.

Some examples could be Metalhorror hybrids that excel in melee damage, with the resistances and weakness of the Metalhorror, shambler hybrids that can resurrect themselves (or work like a boomalope and upon death emit a cloud of Death pall), and/or some hybrid livestock abominations that produce harvestable meat or the shards. Not to mention the potential for crossover with the existing fleshbeasts in this mod).

And if you really wanted to you could even add a corrupted version of the Archocentipede with unique effects/harvestables and tie it into the end game of Anomaly.
Tookatee Jun 29 @ 12:49am 
Idk about the feasibility of it, but hybrid livestock animals that can navigate and "graze" deep water, space, or the new lava pools would be cool. Something nothing else in the game really does and would add a way to make use of terrain on a map that otherwise never gets much use due to them traditionally being an obstacle.

You could also go the route of adding something to "cure" player hybrids of their in born genetic diseases. Maybe have it obtainable only via a recipe using the products of a bunch of genetic creations, including some new hybrids that use the new biomes/space.

Could also make it a new world event quest that somehow incorporates the new spaceship stuff the new DLC has (critical components found in space stations/asteroids, unique wandering hybrids found in locations on the world/space as part of a quest).
velack14 Jun 28 @ 9:25pm 
i have lots of great ideas for your mods i love and your alpha mods i use and oskar and his team make amazing mods that i enjoy help fuel my imagination for these mods. i have immense respect and care for your guys mods and enjoy ever moment with them on all my playthroughs. i just throwing some ideas out there that might help your older mods not feel so left out of new features your other mods been getting. P.S. i always have your mods running in all my games at once never try to leave one out.
velack14 Jun 28 @ 9:25pm 
@Sarg Bjornson honestly i like the idea of making a zoo for others to visit or using the creatures in battle which is fun and what i do with the mod. But you are right Sarg the hybrids don't do much, maybe we could expand the game play kind of like your alpha animals does where they have unique mechanics like your areo fleet are power sources. Some hybrids can be functional as nurses or artillery creature, get real wacky with it. Maybe a hybrid that's its own walking ecosystem and creates fertile land where it walks and has a dome of oxygen for space travel. lot of ideas to make these creatures even cooler and fun and possibly more creatures for end game hybrids like how the centipede doesn't have to be the end and could add hybrid bosses to fight from other factions that use the creatures.
Sarg Bjornson  [author] Jun 27 @ 10:53pm 
New hybrids that do what? This has always been the problem with this mod
velack14 Jun 27 @ 9:17pm 
With the new dlc are we able to possibly get new hybrids for this mod I would love for more mutant creatures
Droider Jun 23 @ 5:20pm 
Is there any sort of list i can see for all the possible hybrids?