RimWorld

RimWorld

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Vanilla Genes Rebalanced
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Mod, 1.4, 1.5, 1.6
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166.219 KB
Dec 23, 2022 @ 10:52am
Jun 21 @ 9:30am
11 Change Notes ( view )

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Vanilla Genes Rebalanced

In 2 collections by RedMattis
Red's Workshop Mods
45 items
Quality of Life & Base Pack
69 items
Description
[www.patreon.com]

This is a ridiculously light-weight mod that rebalances Vanilla Genes.

It is not going to buff your favorite stronk genes, it is mostly very minor tweaks to make some underwhelming genes less underwhelming.

Changes:

  • Slow healing reduces healing speed to 65% instead of 50%.
    I doubt anyone intentionally picked this gene

  • Trotter hands no longer reduces general labour speed. This means that the pigkskins will do their work as fast as baseliners; they'll just do it more clumsily.
    The gene should have probably be worth -3 metabolism as written in vanilla. -15% Manipulation is terrible due to the vast number of knock-on effects, but to avoid messing with the metabolism of pigskins a buff was used instead.

  • Toxic Environmental Resistance and Toxic Resistance are both 75% effective instead of 50% effective. There wasn't much of a point to dying slightly slower to toxic effects.

  • Superclotting costs 2 instead of 1. If you need this on a pawn it is probably worth far more already anyway.

  • High/Low Temperature Tolerance now give 30C of resistance instead of 20. You all have Parkas already by the time you're even looking at this gene. This buff actually makes it a bit legit to have cold-resistant furballs in plate armour in cold biomes.

  • Movement Speed Genes gives -8%/+10%/+20% extra base speed. The previous values were a bit too low to even be noticeable. This is more than a double bonus, almost like basic bionic legs if you get the "Very Fast" one. Pros: Impids are better. Cons: Impids are better.

  • Addiction Resistance gives 75% resistance instead of 50% so you can tear your hair out when they get an addiction anyway.

  • Addiction Immune costs 2 instead of 5 because you're probably going to add a Dependency anyway instead if you've got that available, and it was generally agreed that this gene was a pretty bad deal.

  • Naked Speed. Roughly doubled both penalties and bonuses.

  • Slow Study now gives back an additional point of metabolism.

  • Fire Spew: Cooldown reduced from 5 days to 2.5 days. Useful abillity but the cooldown was a bit overkill. Kept it high enough that you don't hunt animals with it, but low enough that it is usually off cooldown when you get the next raid.

  • Foam Spray: Cooldown reduced from 12h to 2h. If you want to pay 2 metabolism for a mobile firefoam popper it could at least let you use it a bit more often.

  • Acid Spray: Cooldown reduced from 1 day to 1 hour. It isn't a deadly enough abillity to be something you should need to conserve.

  • Animal Warcry: Cooldown reduced from 15 days per charge to 5 days per charge. If you have enough animals around to abuse it then you should be permitted to do so. You are paying 3 metabolism for it, that is a huge cost.

  • Very Sleepy: +80% -> +50%. Rimworld is in large part a time-management game, and sleeping most of the day cripples the usefulness of a pawn.

  • Sleepy: +40% -> +30%. Same as above.

  • Perfect Immunity now gives x1.5 immunity gain speed too. Also gives immunity to food poisoning, because frankly, requiring strong stomach just felt like a weird "gotcha" when it gives immunity to nearly every other vanilla disease.

  • Incapable of Violence now gives 5 metabolism instead of 3.

Mod Discord
[discord.gg][ko-fi.com]
74 Comments
Gabe Knight Sep 3 @ 12:54pm 
Okay I just made a try, and concretely, now Trotter hands does add: 85% manipulation/118% global work speed, and still brings metabolic efficiency +1. Pretty sure numbers would be more clear in the paragraph you wrote.
Thanks anyway for the great mod.
Gabe Knight Sep 3 @ 11:16am 
Hey! This looks like a pretty solid and well-balanced mod. However, regarding the changes to Trotter hands, they seem like a rather strong buff, and I'm not sure I fully understand what the intended drawbacks or downsides are behind that
Flying Lizard Aug 23 @ 1:03pm 
A small bug report (is it a bug? or intentional?)
Naked Speed does not do what it says on the tin. Base naked buf is +0.1. Your mod pushes it to +0.45, which is WAY more than "roughly doubled", instead the same as the -0.45 when clothed.
RedMattis  [author] Aug 21 @ 2:17am 
@Realm Imp
Yes. All my mods should be possible to add to ongoing runs.
girk Aug 21 @ 12:15am 
can i add this on a existing save? sorry if this has been axed before
RedMattis  [author] Aug 6 @ 1:43pm 
@Hatsu
Naked speed does have positive metabolism actually.

Also, using it with for example mod-genes that prevent wearing armor (such as the ones I've made), and then stacking up on stoneskin glands and armor genes is a pretty powerful tactic for a fast if somewhat fragile blitzer.

@coochieparade
It is safe to add to existing saves.

And yes, it is updated to 1.6. I've just been lazy about updating my images to some of my mods.
coochieparade Aug 6 @ 12:35pm 
couple quick questions, can this be added to an old save, I assume yes but it won't change the genes just change new ones maybe? or will it retroactively change them? also I assume this works on 1.6 even though the banner hasn't changed? thanks! I love big and small and I did not notice it recommended this at first
Hatsu Aug 4 @ 9:25am 
I'll be real, the only time I'd ever consider actually using naked speed would be if there was little downside tied to the gene effect itself, as being slowed down in armour, not the actual effect of being faster without, is what kills the gene for me. You could give it positive metabolism and I still wouldn't stick it on a pawn.
Shizu Aug 4 @ 1:27am 
Appears it's actually a 4-way interaction between "Expanded Biotech Style Genes - All in One", "More Biotech Style Genes - All in One", "Expanded Archite Genes" and "Vanilla Genes Rebalanced". Removing any one of these mods fixes the override issue but if all 4 are present Strong Stomach overrides Perfect Immunity.

I don't think this is actually an issue that needs fixing on anyone's end, probably just need to use fewer mods.
Shizu Aug 3 @ 11:07pm 
@RedMattis
I've gone through splitting my modlist and found that it was "Expanded Archite Genes" that was actually replacing the vanilla Perfect Immunity with it's own functionally identical one apart from not respecting the overrides.

Sorry for mis-attributing the error. Love your mods