RimWorld

RimWorld

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Vanilla Genetics Expanded
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
32.711 MB
Apr 29, 2022 @ 4:08am
Jul 6 @ 10:17am
45 Change Notes ( view )

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Vanilla Genetics Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
26 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)
243
Jun 29 @ 9:15am
PINNED: Suggestions
Sarg Bjornson
12
Jul 13 @ 10:06am
PINNED: "My genomorpher window doesn't have buttons!"
Sarg Bjornson
2,826 Comments
Majima no nii-san 6 hours ago 
Sooo anyone else having a problem where animals wont attack Entities?
Camalie Jul 21 @ 2:18am 
@Benjamón I don't think this mod has any Anomaly patches. Eldritch genomes only show up when you have the Call of Cthulhu - Cosmic Horrors mod enabled along with this mod, as far as I'm aware of at least
Benjamón Jul 21 @ 12:11am 
Hello, will anomaly entities eventually drop the eldritch genome?
Sarg Bjornson  [author] Jul 20 @ 11:36pm 
They can't
frickelas Jul 20 @ 11:30pm 
mech paragons cant be bred can they?
Sarg Bjornson  [author] Jul 16 @ 10:40am 
Of course
Makenfloi Jul 16 @ 9:03am 
Hey, thanks for the amazing mod! I'm having a problem when I install a human implant in one of my pawns.The surgery succeeds, but the implant does not appear on the pawn health menu. I'm using a lot of mods, maybe this can be some compatibility issue?
Sarg Bjornson  [author] Jul 13 @ 2:11am 
Fix coming when Oskar wakes up. Can't do much otherwise
星辰的鼓动是爱 Jul 13 @ 2:04am 
can't drafted any animals today
N.M.G Jul 10 @ 1:39pm 
@Sarg Bjornson, saw your attached discussion about the genomorpher window. Deleting the mods folder has helped me in this case. Thanks for the help!