RimWorld

RimWorld

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Expanded Archite Genes
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Mod, 1.4, 1.5, 1.6
File Size
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1.088 MB
23 Sep, 2023 @ 6:47am
3 Aug @ 5:06pm
31 Change Notes ( view )
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Expanded Archite Genes

In 2 collections by Alite
Alite's Gene Mods
13 items
Expanded Biotech Style Genes
26 items
Description
Some of the genes in this mod require the EBSG Framework. If you choose to not install the framework, then those genes will just not be enabled. None of the other genes will be affected by this decision.

Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

Expanded Archite Genes seeks to extend the purpose of archite genes beyond their normal "weird ability" state by adding over 100 new genes to the normal ranges of genes. This mod goes through all of the ranges that More Biotech Style Genes and Expanded Biotech Style Genes expand upon, and adds 3 new options in each range where I believed they fit. The genes are added based on the specific mods you have enabled, so if you only have specific individual mods, you will only see the archite genes related to those mods.

The first archite level gene is approximately equal to the -4 metabolic efficiency gene in the same range, with some exceptions for standalone things like archite enhanced circadian ryhthm, and the occassional odd range, like beauty. These Archite genes will appear in the same area as the other genes in the range.

If you are using the individual mods instead of the All in Ones, these are the mods that have genes associated with them:

MBSG Mods:
Beauty
Cell Stability Genes
Climate Preference Genes
Drug Genes
Fertility Genes
Happiness Genes
Hemogenic Genes
Immunity Genes - Only moves the Archite Immunity gene to the health category
Movement
Pain Genes
Psychic Sensitivity Genes
Sleepy Genes
Study Genes
Toughness Genes
Toxic Genes
Violence
Wound Healing Genes

EBSG Mods:
Anomaly Genes
Capacity Genes (Sight, Hearing, etc)
Carry Capacity Genes
Expanded Food Genes
Expanded Hemogenic Genes
Expanded Resistance Genes
Expanded Violence Genes
Mental Fortitude Genes
Productivity Genes
Expanded Social Genes

Require the EBSG Framework list:
Bleeding Genes
Environmental Preference Genes
Expanded Need Genes
Expanded Reproduction Genes
Expanded Deathrest Genes
Expanded Psychic Genes
Health Genes
Mechanitor Genes
More Aptitude Genes - These are in a separate archite aptitudes section because the vanilla aptitude gene system didn't allow for archite genes.
Slayer Genes

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
[discord.gg]
93 Comments
Alite  [author] 19 Aug @ 1:31pm 
Yeah, load order would probably be the only fix if that's the case. That's a weird bug in their code, but it does explain why no harmony patches were mentioned in the log that was shared
cyanobot 19 Aug @ 1:24pm 
Pretty sure load order is the easiest way to solve so I'll add a tag to mine
cyanobot 19 Aug @ 1:24pm 
I've figured it out. There's an error in the vanilla XML loader where if you load a list element with MayRequireAnyOf above any list elements that don't have MayRequireAnyOf, it throws an error. I've reported this to Ludeon in the past.

We're running into it because we're both adding nullifyingGenes to (I'm pretty sure) ThoughtDef EnvironmentDark. And yours use MayRequireAnyOf, so they need to be lower down than mine to avoid the error.
Alite  [author] 19 Aug @ 1:14pm 
Thank you
Luckspeare 19 Aug @ 1:13pm 
Sorry, should have provided a HugsLib report to begin with. Here it is.

https://pastebin.com/pwvB6QVX
Luckspeare 19 Aug @ 1:05pm 
All magic to me, but glad I could help a tiny bit.
Alite  [author] 19 Aug @ 1:00pm 
Not sure why that would happen, but thank you for letting me know. I'll have to see if it's something solvable on my end or something going on in their harmony patches
Luckspeare 19 Aug @ 12:42pm 
If you're running Expanded Biotech Style Genes - All in One, and you're also running Cyanobot's Genes, alongside this one, this mod must be loaded *after* Cyanobot's Genes or you'll get a red error starting with:

Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object

I spent way too long trying to track this three-mod-combo error, so thought I'd share it.
gooberhead 12 Aug @ 3:35pm 
oh wow im surprised i missed that. thanks for letting me know.
Alite  [author] 3 Aug @ 4:59pm 
Oh, those technically don't do anything, but I'll upload a fix