IMPORTANT: Genetic Rim is now deprecated. All the mod's content, plus that found on the old "patches" is now part of Vanilla Genetics Expanded, https://steamcommunity.com/sharedfiles/filedetails/?id=2801160906
This will be left here for those who want to play on older versions.
UPDATED 11/08/20:
Extract DNA from animals and hybridize them to create new, exotic species!
Features
- Adds nine hybrids between vanilla creatures and animals from the Megafauna mod!
- Adds a new building, the Megafauna genepod, to mix genes from Megafauna and create your hybrids.
Wiki:
There is a cool wiki here![rimworld-bestiary.fandom.com]
Load Order
- As with all patch mods, be sure to call it after Megafauna mod and GeneticRim mod, or else you'll get some errors.
Compatibility
Compatible with A Dog Said
Warning
The following applies to 1.0 and 1.1. HOPEFULLY I fixed it in 1.2 by changing the rodent incubator's defname:
For some arcane and weird reason adding this patch to an existing game turns all compacted steel on the map into squirrel meat. Why? Who the ♥♥♥♥ knows! That's what you get for messing with science
Update: Ataman figured it out, read https://ludeon.com/forums/index.php?topic=48267 . Unfortunately, there is not much that can be done about it :(
Credit
Credit goes to Spino for all his awesome work on Rimworld.
Changelog
v2.1: Updated to RW 1.2. Maybe, perhaps, hopefully, fixed the hash collision with squirrel meat (11/08/20)
v1.1: Updated for RimWorld 1.1 (19/02/20)
v1.101: Changed all hybrids to use GeneticAnimal instead of ExoticAnimal so they don't appear on modded merchants. Tweaked wool values (23/08/19)
v1.1: New building graphic (28/01/19)
v1.0: Release (14/12/18)
