Welcome to Animal Xenogenes! (actually implants)
This mod adds animals-only implants, called "geneplants", which give the same effects as Biotech genes!
In total, there are 55 different geneplants so far.
Obtaining Geneplants
Any given geneplant is first obtained through quests, trading, adventuring, etc.
Once you have a geneplant, you can duplicate it at the Drug Lab. This requires Xenogenetics research.
Archite geneplant replication costs archites and requires archogenetics research.
Feedback is greatly appreciated! Too easy? Too hard? This idea? That idea? Let me know!
Things to note:
Not all genes get a geneplant equivalent.
Examples:
- Kind Instinct. Animals don't have traits.
- Naked speed. Animals are always naked.
- Deathless. I couldn't figure out how to make an implant with the same effect as deathless gene.
Some of these may be added in the future as I figure out how to make them work, or their geneplant equivalent may end up functioning a bit differently (ie: aggression genes could get "disobedience geneplants", making it harder to keep an animal trained).
Metabolism influence is included:
25% increase to base hunger rate per -1 metabolism a gene has.
10% decrease on total hunger rate per +1 metabolism a gene has.
This is a change from a previous system, which wasn't working as intended because the way Rimworld calculates hunger rates is dumb.
Abilities Require Drafting:
Abilities added by geneplants such as firespew an acid spitting can only be used if the animal is drafted (or you're in devmode).
There are multiple mods that make animal drafting possible, so no specific one has been set as a requirement.
Geneplants are NOT hereditary:
Real reason is that implants and health conditions just aren't hereditary in general, but you can think of it as being because these work like xenogenes. Or that each geneplant contains a body-altering symbiote?
Recommended mods:
Choose Your Recipe: https://steamcommunity.com/sharedfiles/filedetails/?id=3263007587
Will help you prevent drug lab clutter. I personally turn off every geneplant crafting option, then re-add them as I obtain geneplants I want to replicate.
Dubs Mint Menus: https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594
When replicating geneplants, this will help you find specific geneplants using the searchbar instead of looking through every option.
Mod Integrations:
Alpha Genes: Skin geneplants.
Invincible Xenotypes - Viltrumites: stat-related geneplants.
More Biotech Style Genes: stat-related geneplants.
Jimothy's Genes: Metabolism geneplants + stat-related trait geneplants (ie: Toughness.)
Vanilla Expanded Framework: UV sensitivity geneplants.
Future Plans:
More mod integrations.
Balance improvements.
Patching any incompatibilities!
Performance:
Having 1 super-Thrumbo is better for performance than 3 or 4 regular Thrumbos.
Having 1 super-Thrumbo is worse for performance than 1 regular Thrumbo.
Having 1 super-Thrumbo is better for performance than 1 combat-focused colonist.
This mod can serve as indirect performance improvement by giving you an alternative to performance costly things. But it can be a performance reducer if you go insane and grow a performance-hefty animal horde only to make it even more performance-hefty by gene-souping them all.
Requirements:
- Biotech DLC... duh!
- UV geneplants require VE Framework,: https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013
- Geneplants representing DLC genes require those DLCs!
- If/when I add gene-implants replicating genes from mods, you will have to be using those mods!
This mod goes well with:
- Xenobionic Patcher. Lets you put regular implants etc in your animals... nuclear stomachs, perhaps?
https://steamcommunity.com/sharedfiles/filedetails/?id=3602394289
- Harvest Organs Post Mortem. Lets you take implants out of dead things. Thrumbo died with your only Melee Strength geneplant inside it? No problem! https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413
Compatibility
No known incompatibilities.
This is a simple xml mod, so it's unlikely that any will ever emerge.
Thankyou to:
Members of Rimworld discord's modding section, especially Aelanna, for explaining things to me.
The VE team for making the VE Framework that makes this all possible.
Sarg in particular for showing me the VE modding wiki. A beautiful place!
If you think I'm super cool and stuff:
https://www.youtube.com/@jimothyworldbuilding3664
Note that this channel is *NOT* Rimworld related. It's a worldbuilding channel. That said, you might notice some Rimworld-esque stuff in the worldbuilding, such as organ harvesting, war crimes, morbid hilarity and widespread cannibalism.