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Animal Xenogenes! (actually implants)

Welcome to Animal Xenogenes! (actually implants) [b]This mod adds animals-only implants, called "geneplants", which give the same effects as Biotech genes![/b] In total, there are 55 different geneplants so far. [b]Obtaining Geneplants[/b] 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. Duplicating a geneplant costs 50, 100, or 150 neutroamine, depending on how complex the gene it's based on is. Archite geneplants cannot be duplicated, making them precious. They also cost archites to implant. Feedback is greatly appreciated! Too easy? Too hard? This idea? That idea? Let me know! Things to note: [b]Not all genes get a geneplant equivalent.[/b] 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). [b]Metabolism influence is included:[/b] 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. [b]Abilities Require Drafting:[/b] 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. [b]Geneplants are NOT hereditary:[/b] 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? Future Plans: Geneplants for modded genes. Current priority is Alite's gene mods. Balance improvements. Patching any incompatibilities! Recent Updates: Update 1: - Fixed geneplants not appearing in trader stocks. You should now be able to find them in industrial+ settlements - Added metabolism geneplants if you also use Jimothy's Genes. Update 2: - Added Geneplants for users of More Biotech Genes - All In One Update 3: - Fixed MBG-AIO geneplants not being properly assigned to animals - Changed hunger system due to Rimworld math being dumb - Added Plasteel Skin from Alpha Genes - more AG genes shall follow! Performance: If you have a modified animal and an unmodified animal, the modified one costs a little more on performance. But, when you can modify animals to be stronger and more useful, you don't need as many of them. Ie: one grizzly bear modified to be 3 times better at fighting, is probably better for performance than 3 unmodified grizzly bears. Requirements: - Biotech DLC... duh! - UV geneplants require VE Framework,: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013[/url] - 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? [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3602394289]https://steamcommunity.com/sharedfiles/filedetails/?id=3602394289[/url] - Harvest Organs Post Mortem. Lets you take implants out of dead things. Thrumbo died with your only Melee Strength geneplant inside it? No problem! [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413]https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413[/url] 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: [url=https://www.youtube.com/@jimothyworldbuilding3664]https://www.youtube.com/@jimothyworldbuilding3664[/url] 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.