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 76-90 of 259 comments
Sarg Bjornson  [developer] May 6, 2022 @ 10:58pm 
No, cows are very niche: they can only be bought from traders, never found in the wild. Making a hybrid family out of them would mean a lot of the players wouldn't ever get their genomes
ArcaneJellyfish May 7, 2022 @ 8:58am 
I had an idea for an interesting "late game" booster.

Mixing a bunch of genome variants and an advanced component or something (to make it super expensive) would create a booster to spawn the creature with a random implant rather than having to attach one to it after it has grown (at the cost of being able to choose the implant of course).

Maybe combining it with a fertility booster could make all offspring have a random implant when they're born? It'd make farming them pretty crazy with all the offspring mutations.

Could add some fun flavor to the instability theme of growing these monstrosities.
Sarg Bjornson  [developer] May 7, 2022 @ 9:58am 
Yes, that's planned :)
ArcaneJellyfish May 7, 2022 @ 10:01am 
Sweet! Looking forward to it
Ketrai May 8, 2022 @ 1:23pm 
I'm not sure if this is a thing yet, but some really end game way to make hybrids able to live forever? Honestly this could easily be a thing only for the smaller animals. I just love keeping cute things around as a long term pet. Nothing like keeping around a catrabbit, or a catbear to spruce up the base, without loosing them so quickly. One of my favorite things with the old mod was the cute insect one, I grew really attached so I gave it a bionic heart to keep it going.

Otherwise, like in the comments. Some kind of pawn hybrids that aren't just implant based? Implants just don't really have the same bang.
St0mpa May 8, 2022 @ 5:07pm 
@ketrai legendary hybrids live for 12 in game years
Abear May 8, 2022 @ 6:15pm 
I can see the Hibernation Module implant being exclusive with the circadian assistant/half cycler implants and the Neuron Reinforcement implant being exclusive with the learning assistant/Neurocalculator.

However, even at legendary quality, they don't provide enough of a stat bonus to make them worthwhile enough to exclude being able to use any other brain implant. I think it would be really neat if they weren't One Brain Implant only mods. Especially since at Legendary Quality they require a surgeon with 14 Medical to put in.

If this is a design choice you feel is important, would you be able to help me change it in the defs for my own use?

Thanks for all your work on this mod!
Alexolas May 8, 2022 @ 6:31pm 
rename the combination of a primary muffalo gene & a secondary feline gene to the "Meowffalo"
St0mpa May 8, 2022 @ 6:35pm 
I second Alexolas' suggestion. Or at a minimum make the primary cat, secondary muffalo called that if you want to keep the primary gene the first part of the name
Sarg Bjornson  [developer] May 8, 2022 @ 11:33pm 
No
Ketrai May 9, 2022 @ 9:47am 
Originally posted by St0mpa:
@ketrai legendary hybrids live for 12 in game years

12 years is really not that much in a long term rimworld colony.
Sarg Bjornson  [developer] May 9, 2022 @ 9:48am 
It's more than 95% of players reach
Alexolas May 9, 2022 @ 5:10pm 
Originally posted by Sarg Bjornson:
No
i am torn between commenting "ok fair" or "literally 1987 animal farmism"
Last edited by Alexolas; May 9, 2022 @ 7:48pm
CosmoSweet May 10, 2022 @ 7:28am 
Hiya, I have three suggestions:

-First one would be to add compatibility with Erin's Friendly Ferrets:
https://steamcommunity.com/sharedfiles/filedetails/?id=2433755150
As of, allowing Ferret to have their genome extracted as Rodent Genome.

-Second, would be to add a visible cooldown for the mechathrumbo's antimatter collection. For now, the cooldown circle (when aiming) is full, and last for a dozen of seconds, before then proceeding to aim and launch with the appropriate visual cooldown hint.

-Third: It's more of a question really. I realize that Mecha paragon animals have their characteristics as if they were still organic (blood filtration, metabolism, breathing).
Does this mean that these kinds of animals are still organic in a way?
Otherwise, maybe it would be neat to put the characteristics of the mechanoid (power generation, fluid processing) instead for them?

That would be all! ^^
Sarg Bjornson  [developer] May 10, 2022 @ 7:38am 
1- Ferrets aren't rodents or leporids :)

2- Can't do: it would have to be changed in MVCF, which is part of the VE Framework

3- They are cyborgs, yeah
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