RimWorld

RimWorld

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Vanilla Genetics Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
32.773 MB
Apr 29, 2022 @ 4:08am
Jul 19 @ 2:39pm
61 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)
265
Aug 21 @ 6:59am
PINNED: Suggestions
Sarg Bjornson
13
Jul 11 @ 7:40pm
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
3,251 Comments
Say10 1 hour ago 
*Both Genomorpher and L. Electrowomb are facing south, I cannot rotate the womb for some reason?
Say10 1 hour ago 
Dissapearing electrowomb - i think it's tied to pawn's orientation when he inserts the growth cell.
My setup is Genomorpher and L. Electrowomb attached between it's bottom left corner and 'use' circle. In this case pawn often approach womb from the side, and when he is not standing in the circle womb seems to dissapear almost every time.

I also have nicsk's problem with mech abilities.
While mech trumbo and chichen works as intended using bear's or boomaloope's special attack make my screen shake and nothing happens.
Sarg Bjornson  [author] Aug 22 @ 12:46pm 
No
Brent Kerman Aug 22 @ 8:45am 
Ok...so what is that radius? And is there any other way to reveal them, like with Anomaly flares?
Sarg Bjornson  [author] Aug 22 @ 7:21am 
Threats in labs trigger on a radius
Brent Kerman Aug 22 @ 6:57am 
I might be having a bug, or it might be intended. I go to a lab quest, and I clear it with my heavy combat pawns. Then I send in the less-heavy guys who can do construction and hauling to loot the place. Invariably, some new threats randomly appear in cleared rooms. Is this a bug, or is that intended?
nicsk Aug 21 @ 10:57pm 
Hi,

Really like your mod! I just noticed that I can’t get the mech animals to use their abilities – they just stand there indefinitely until I undraft them. Is there something I can do?

Thanks again for the great work!
Ramming Speed Aug 20 @ 2:21pm 
Thanks for replying, i will see what I can do :steamthumbsup:
Sarg Bjornson  [author] Aug 20 @ 2:08pm 
I can't fix that bug unless you give me steps to replicate it using only this mod
Ramming Speed Aug 20 @ 11:09am 
disappearing electrowomb bug still present, no error message. sorry for not being able to give more info :shodan: