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Subtler Genes

Rebalances genes to have a subtler gameplay effect. Vanilla genes pigeonhole pawns of certain xenotypes into particular roles. Personally, I find this fine from a gameplay standpoint, but I think it really hurts RimWorld from a narrative standpoint, making pawns less narratively dynamic. Every gene that too drastically damages a pawn's ability to perform in a certain area has been changed to simply hinder it. Some of these genes have also had their positive equivalent slightly tempered. This absolutely changes the balance of the game; beyond the obvious, the adjustments to metabolism impact the hunger rate of many xenotypes. Full Change List Slow Study Global Learning Factor increased to [b]x85%[/b] (was x50%) Metabolism gain decreased to [b]+1[/b] (was +2) Quick Study Global Learning Factor decreased to [b]x115%[/b] (was x150%) Metabolism penalty decreased to [b]-1[/b] (was -3) Complexity decreased to [b]1[/b] (was 2) Slow Wound Healing Injury Healing Factor increased to [b]x75%[/b] (was x50%) Metabolism gain decreased to [b]+1[/b] (was +2) Very Sleepy Rest Fall Rate Factor decreased to [b]x150%[/b] (was x180%) Metabolism gain decreased to [b]+3[/b] (was +4) Sleepy Rest Fall Rate Factor decreased to [b]x125%[/b] (was x140%) Metabolism gain decreased to [b]+1[/b] (was +2) Terrible Aptitude Skill Aptitude Offset increased to [b]-4[/b] (was -8) Passion is no longer removed Poor Aptitude Skill Aptitude Offset increased to [b]-2[/b] (was -4) Strong Aptitude Skill Aptitude Offset decreased to [b]+2[/b] (was +4) Great Aptitude Skill Aptitude Offset increased to [b]+4[/b] (was +8) Passion is no longer granted Changelog 3/01/2025: Initial release Additional Notes -This should be compatible with just about everything, it's just an XML patch. -I made this mod over two years ago, and have actually been using it in my games since then, and just decided to do a public release today on a whim. -I should probably modify the "violence disabled" gene to do something else (as it's the exact kind of gene that I dislike), but I've never actually had a Highmate on my run, and would also require a more extreme change than just shifting some numbers (as I've done with every other trait here). If anyone actually ends up using this mod and wants me to fix this, I'll be happy to oblige.