RimWorld

RimWorld

Vanilla Genetics Expanded
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] Apr 29, 2022 @ 5:13am
Suggestions
Feel free to suggest anything here.
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Showing 31-45 of 255 comments
Sarg Bjornson  [developer] Apr 30, 2022 @ 12:40pm 
No, no, you are looking at it in a very weird way. The centipede IS a win condition. Not a pseudo-win, not a step to winning. Think of it as the spaceship. You built it, you have won, period. Only the spaceship removes your colonist from the game, while this win condition allows you to keep playing. This was requested by players a long time ago for RP reasons.

The combat is not EXPECTED to be a challenge from that point on, it's just a sandbox so you can play around with the fruits of all your hard labour until you get bored with it.

If you don't think that's fun, that's OK. It's an entirely optional part of the mod, the same way the game's spaceship ending is.
Cectut Apr 30, 2022 @ 11:21pm 
It'd be cool if you could add compatibility with vanilla outposts, if it's not already there, for things like sending 1 supervisor and a dozen molemen to work at a mining outpost.
Healthy645 May 1, 2022 @ 1:30am 
I did not play this mod yet. But I read the "mod's design document" and "list of all hybrids".

Paragon hybrids are ment to be "the ultimate type of creature" that are "better in every way".
If that is so, then how it is possible, that all paragon animals have the same life length expectancy of 4 years?

For example, the vanilla muffalo can live for 15 years. But the paragon muffalo ("A perfect muffalo animal, paragon of all similar animals with no needless junk genetic data") somehow even without that "needless junk genetic data" lives only for 4 years. It makes no sense.

It would be more believable if all paragon hybrids had life expectancy longer than of corresponding vanilla animals.

Also, all paragon and non-paragon hybrids have the same life expectancy (4 years). But it is obvious, that a small rodent and a huge muffalo-like hybrid should have very different lengths of life.
Ironhelm May 1, 2022 @ 1:36am 
Originally posted by Sarg Bjornson:
100% Pawnmorpher's or QEE's territory more than this mod's :)
understandable. both those mods are too unstable/unbalanced to put in all the modlists i'd like to include them in. perhaps we'll get Vanilla:Expanded: Cloning someday.
Ascerial May 1, 2022 @ 2:06am 
Hey, thanks for the mod, Its been fun exploring all the hybrids. If you're taking any suggestions for new ones: the turtleduck from Avatar The Last Airbender would be a cool rare secondary hybrid for the reptile-avian hybridization that only has one hybrid atm.
Sarg Bjornson  [developer] May 1, 2022 @ 2:45am 
Originally posted by Healthy645:
I did not play this mod yet. But I read the "mod's design document" and "list of all hybrids".

All hybrids have a lifespan of 4 years when Normal quality
Tim_The_Grimm May 1, 2022 @ 5:14am 
It would be cool if ocular genome and ocular hybrids were added for Alpha animals. Biological corruptors are one of my favourite memes and i think making some giant ocular monstrocities would be really cool. Imagine. Explosive eyeball monsters. Giant humanoid fleshy monstrocities. Maybe some cool implants for humans like ring of eyes going around your head, giving you 360 degree vision(just buffing sight) or tongue which gives you ability to spit acid. Biological corruptors could also be able to tame and use genetic failures. Would fit the fleshy abomination vibe well i think
ArcaneJellyfish May 1, 2022 @ 8:32am 
Just wanted to start things off by saying thanks for the extremely sweet mod. Loving the work y'all are doing.

I had a couple things that could potentially be nice to include for gameplay flow and wanted to see what you thought on them.

1. Providing more information to the genomomorpher just for clarity's sake on the state of current contents and progress to starting growth cell creation. I've had a few problems with not being 100% sure if it's currently being worked on so I override it and lose some stuff. Could be a nice addition

2. Some means of late game primary gene extraction from hybrids. This could potentially affect balance quite substantially, but I almost feel like that would be fine especially when aiming for legendary creatures takes so much work only to potentially be all for nothing when the growth fails. Could be cool for wanting to take more advantage of the colossal gene or reptile gene without having a turtle or thrumbo farm on the side

Interested in what you think
Healthy645 May 1, 2022 @ 10:59am 
Originally posted by Sarg Bjornson:
Originally posted by Healthy645:
I did not play this mod yet. But I read the "mod's design document" and "list of all hybrids".

All hybrids have a lifespan of 4 years when Normal quality

And?...
Sarg Bjornson  [developer] May 1, 2022 @ 11:13am 
No and, it's a design decision. You make them with high quality genoframes to increase stats, lifespan included
Healthy645 May 1, 2022 @ 11:31am 
Originally posted by Sarg Bjornson:
No and, it's a design decision. You make them with high quality genoframes to increase stats, lifespan included

Oh. I understood. Thank you for advice.
morganmc May 1, 2022 @ 6:36pm 
I think the Flesh Growths need to be tweaked a bit.

In a testing/messing around save I let a 9x10 room fill with Flesh Growths before chucking a Molotov in to burn them. However due to their high reproduction rate and high hit points they are reproducing as fast as they burn, even with a 1000C room that ignites them almost as soon as they spawn. The blaze has been going on for ten days now.

Lowering either the reproduction rate or the growth's hp would probably fix this.
Theviqx May 2, 2022 @ 8:56am 
I realize this is a bit far-fetched and probably requested before, but if we had a Flora Genome in the future, animals in the desert could feed through photosynthesis (sunlight) and regrow torn limbs. Flora animals should not have high DPS for balancing reasons, but they would require less upkeep and could provide us with vegan animal goods such as soy milk and meat, as well as herbal medication. A few bonus features for some floral animals would be causing rashes (like burns) when they attack and maybe randomly dropping wood/berries lol

Another idea is a Fungal Genome, which would make the fungi animals' attack stats weaker, slower, but harder to kill (perfect as tanks or ranching in caves). They should also be able to regrow their own limbs and provide us with edible fungus and fungal milk (a new drug). Unlike floral species, fungal animals should feed through the darkness, so if they are exposed to light, they will become hungry. A few bonus features for some fungi animals would be being bioluminescent and releasing gas that stuns nearby pawns when they die.
Carrnage May 2, 2022 @ 10:03pm 
Any chance of Dragon hybrids from Race to the Rim interaction?

https://steamcommunity.com/sharedfiles/filedetails/?id=2325478123

Thrumdragon
crabctrl May 2, 2022 @ 11:09pm 
Boosting the lab quest frequency, or at least increasing the limit on it in settings, feels like it's needed. Over one in-game year has passed and I've received zero additional quests, even with the quest frequency set to 5x in settings...
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