RimWorld

RimWorld

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EBSG - Expanded Deathrest Genes
   
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Mod, 1.4, 1.5, 1.6
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16. dec. 2023 kl. 5:43
29. juni kl. 6:35
4 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

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EBSG - Expanded Deathrest Genes

I 1 samling af Alite
Expanded Biotech Style Genes
26 genstande
Beskrivelse
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?

Ah resting. Most people spend at least a third of their lives sleeping, and in Rimworld some people get to rest when they're dead. This mod adds 10 new genes that impact how efficient a pawn deathrests, with lower efficiencies increasing how long the pawn needs to rest each time. The genes multiply efficiency by 20%, 40%, 60%, 80%, 125%, 150%, 175%, 200%, 225%, and 250%.

Included in Expanded Biotech Style Genes - All in One.

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9 kommentarer
Alite  [ophavsmand] 18. apr. 2024 kl. 15:23 
Correction, there was also a bug that was causing some issues. I made an update to the framework that may fix your issue.
Alite  [ophavsmand] 18. apr. 2024 kl. 15:00 
It was my originally intended behavior, but after playing with them in my most recent game I'm planning on having them also increase the rate that it recovers the need. My original goal was to avoid messing with the need itself to avoid making it unbalanced, but I feel I went too far in the other direction.
illPosedProblem 18. apr. 2024 kl. 14:33 
In my heavily-modded game, what happens is that pawns do rest less, but that only fills the deathrest need bar proportional to the time rested, instead of filling it. So, the end result is that they merely rest more often, for a similar total deathrest time as without the gene.
Is this the intended behaviour, a bug, or perhaps an interaction bug?
Alite  [ophavsmand] 27. dec. 2023 kl. 16:25 
Not familiar with it at all, but if it's able to edit stats from other genes I see no reason why it couldn't edit the stat from these
Alite  [ophavsmand] 27. dec. 2023 kl. 15:48 
Familiar with this mod? All of the genes utilize a stat that was added by the EBSG Framework. You'd be able to edit them via patch operation or create your own genes if you wanted to.
SAUCE__GODD 27. dec. 2023 kl. 15:41 
Hey question if you're familiar with the mod,

do you think there is any way to alter values like this using xml or rimmsqol?
Alite  [ophavsmand] 27. dec. 2023 kl. 5:13 
2.8
SAUCE__GODD 26. dec. 2023 kl. 17:40 
If the deathrest by default is 7 days, how long is the 250% gene?