This takes advantage of Genetics Genes Expanded and More Biotech Style Genes to give Rimworld's existing xenotypes more genetic variety while keeping their core spirit and features.
For example, Yttakin are still genetically strong, durable and good with animals, but the amounts vary among individuals.
FAQ
Why would you want this?
- More interesting individuals
- Eugenics programs
- Less predictable raid difficulty, as individuals vary in genetic ability
- If you already use More Biotech Style Genes, its genes become far more accessible as they can appear on pawns.
- I was using Random Spawning Genes for genetic variety, but often saw xenos spawning with genes that didn't feel right. ("A nearsighted Hussar with weak melee damage!? Was their xenogerm sabotaged!?")
This makes it too easy to obtain OP genes!
Yeah. That's something I like about it.
Recommended mods?
Random Spawning Genes - applies genes to everyone of all xenotypes, or just baseliners.
Genetic Drift - Similar to Random Spawning Genes, but with different configuration
Xenotype Exporter - Lets you overwrite xenotypes (as well as make your own) to have whatever genes you want. Paired with random-gene mods (and gene mods in general) you can get as specific as you like.
Better Gene Inheritance - Because the default system is kinda buns.
Cherry Picker - The Random Genetics Framework won't apply genes that have been turned off using Cherry Picker
Any integration with non-vanilla xenos?
So far:
- Vanilla Xenotypes Improved
- More Biotech Style Xenotypes
- VRE Genies, Pigskin, Hussar, Sanguophage, Phytokin and Highmate
- Alpha Genes
- Alpha Genes Integrated
You can make your own integration (and rewrite existing ones) with Xenotype Exporter, so I am only doing the ones that I actually want to do.
How's it work?
It swaps out certain genes for gambling genes. Each gambling gene is converted into a gene that fits the following conditions
- If gene being replaced increases metabolism, replacing gene must also increase metabolism. Vice versa for decreasing.
- Must share exclusion tag with original gene (ie: Strong Melee and Weak Melee have exclusion tag, so that they can't be used at the same time)
- Not on the gambling gene's list of genes NOT to turn into (ie: Melee Damage gambling nevers turns into Violence Incapable, because I've told it not to)
If you see anyone getting genes that don't fit their xenotype, tell me which gene and which mod it's from in the comments. I'll add it to the gambling gene's list of things NOT to turn into.
Requirements:
Random Genetics Genes Expanded
Random Genetics Framework
More Biotech Style Genes
Compatibility
No known incompatibilities.
This adds and removes genes rather than overwriting xenotypes. It works fine with other mods that add/remove genes, though there can be some silliness with overlapping genes.
Thankyou to:
Members of Rimworld discord's modding section, for explaining things to me.
Alite and Halicade for making this possible.
The chicken sandwich I'm gonna eat after posting this mod.
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.
1.2.0 (21/02/2021): - Sprinkler effect no longer stack - Sprinkler no longer boost plant in hydroponic (they still boost planter box) - Sprinkler no longer boost trees 1.1.1 (08/04/2020): Fixed Animal feeder not appearing in the correct tab. Sprinkler no longer blocks wind. 1.1.0
See changenotes. Vanilla Events Expanded is one of our oldest mods, and I’m honestly shocked it’s holding up so well - it’s pretty resistant to game updates and bugs because of its simplicity. Back when I first made it with Kikohi, we didn’t know much about modding. I just wanted