Genes - Vanilla Skills Expanded
Welcome to Genes - Vanilla Skills Expanded!
Vanilla Skills expanded adds lots of cool expertises. This made me think, "if we have genes for regular skills, why not genes for expertise?"
Since genes that directly add expertise probably aren't possible, these genes instead add the same stats.
Equivalent of level 20 expertise = 4 metabolism cost.
Equivalent of level 15 expertise = 3 metabolism cost
Equivalent of level 10 expertise = 2 metabolism cost
Equivalent of level 5 expertise = 1 metabolism cost
In cases where a gene wouldn't actually do anything, that gene has been removed.
Future Plans, Previous Changes:
- Get the genes better symbols, descriptions and titles. Aesthetics, basically.
- Add pictures to the top bit... the classic modder blunder - forgetting to take screenshots for the mod page while testing!
- Balance fixing. Lots of genes cost way too much or too little metabolism relative to how useful they are.
Before release, there were "anti-expertise" genes. These were removed because they were basically free metabolism on any pawn not using the stat they influence.
Also, 0% repair speed making a colonist repair a wall for 10 minutes without the wall gaining any health back is hilarious, but I know my comments would've been flooded with people thinking this meant their save was broken.
But I still have files with the bad genes. So, should I:
- Leave them out. Too cheesy!
- Bring them back as-is. Let the metabolism cheese flow!
- Remove their metabolism positives, and give them negative complexity. Their utility then would be in letting you make more complex xenogerms in smaller gene labs.
- Give them high complexity. Yes, they're basically-free metabolism, but they're basically-free metabolism that requires you to sink time, space and resources into powerful gene lab. If you use Inject Genes or pre-make xenotypes, though, cheese would still cheese.
- Bring back only the most extreme ones (-100% repair speed, for example), and make them all give just one metabolism each.
Additional Content Unlocked With:
- Alpha Skills. Yep, we got those expertise too!
Requirements:
- Biotech DLC... duh
- Vanilla Skills Expanded, and by extension the same requirements as VSE
- Un-Limited Reborn or another stat-unlimiting mod may be necessary to get the most out of many of these genes.
Compatibility
This is a simple xml mod, so should be compatible with all the same stuff as Vanilla Skills Expanded.
Future Plans:
Archite expertise genes. Hell yeah!
Thankyou to:
Members of Rimworld discord's modding section, for explaining things to me.
The VE team, for making Vanilla Skills Expanded.
Omelettes, for tasting nice.
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.