RimWorld

RimWorld

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EBSG - Expanded Dependency Genes
   
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Mod, 1.4, 1.5, 1.6
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12 Jan, 2024 @ 10:14am
29 Jun @ 6:35am
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EBSG - Expanded Dependency Genes

In 1 collection by Alite
Expanded Biotech Style Genes
26 items
Description
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?

This mod seeks to expand the dependency system by adding several new depenedency genes that expand the range of options considerably.

Notes about the chemical reliance genes. They are in a different section because the way normal chemical genes were coded made it so I had no reliable way to add to that list. If you have some modded in chemical genes, you may also notice that those don't have a reliance variant, which is an issue caused by the same source. If there are other chemicals you'd like to see added to the list please mention them in the comments along with a link to the relevant mod.

The Ambrosia Reliance Gene only appears if you have More Drug Genes or More Biotech Style Genes enabled.

No, I will not be adding Luciferium to the list for the same reason I didn't add it to More Drug Genes. he normal addiction is so severe that I would need to set the reliance to kill the pawn after 7 days, put them in a coma after 3.5 days, and make them suffer deficiency after 0.58 days. which are intervals so extreme it would need to provide around 20 metabolic efficiency. Put more succinctly, it would not be a Biotech Style Gene due to its extremes.

Included in Expanded Biotech Style Genes - All in One.

[github.com]
[ko-fi.com]
[discord.gg]
40 Comments
Alite  [author] 14 Jul @ 4:36am 
It would be probably be easily doable since it would just act as a stronger reliance gene, but I'm not planning on doing so as that rate is too severe to actually create a balance for (my metabolic cost was just an estimate, not actually tested). It should be possible to add the dependency hediff via scenario editor though if it's just the luciferium dependency you're looking for
stellarstrat 14 Jul @ 1:37am 
How hard would it be to do a seperate opt-in mod for a genetic luciferium dependency with those extreme values?

I plan to do a mechanitor + cryptosleep casket + luciferium dependency run/scenario. I would find it fair if the Luciferium addiction would allow me to spec into some mechanitor genetic traits (extreme repair speed, extreme mech productivity boost, ... ).

I am new to Rimword and it's mods and this is my first creative idea.
RynnEver 30 Jun @ 3:12pm 
Thanks for the update! :D
Alite  [author] 5 May @ 4:51pm 
I updated the framework to have a couple new jobs that will hopefully take care of the issue of prisoners and patients not getting fed the ingestibles.
Alite  [author] 13 Apr @ 4:13pm 
I'll have to see if I can set up some sort of doctor administer work giver like what hemogen does since I honestly didn't think about that situation. My testing involved enough human raiders that I didn't get too close to death.
NihilRetnar 13 Apr @ 11:24am 
In theory yes, unless human meat is a rare commodity in a session with the added bonus of a very low hunger rate. Meaning: Oops the last few meals they ate didn't have human meat, they passed out, went into the coma, were once again fed a non-human meat meal (at this point I flipped out and reassigned their food to ONLY use human meat), realized the time in which they'll be hungry again will kill them. I tried administering smoke leaf to no avail. I admit this is a VERY specific case, but in those moments I felt very desperate for something given this was two of my colonists who unfortunately were the doctor and cook and the colony was on the verge of collapse from infections etc. I think I need to stop creating sessions where things can go VERY wrong VERY fast.
Alite  [author] 13 Apr @ 5:05am 
@smith Yes

@Nihil I don't know of any mods that directly add the ability to administer food, but generally as long as there are meals with human meat in them doctors will usually give the patient one of those
NihilRetnar 12 Apr @ 8:31pm 
So how can I force someone to have human meat if they have the dependency? As in, they go into the coma, is there any mod that allows me to force feed them human meat or at least administer it like a drug?
smith1600 14 Mar @ 9:13pm 
Regarding Human Meat Dependency, is it possible to satisfy cravings not only with raw Human Meat, but also with food and drinks that contain Human Meat?
RynnEver 22 Jan @ 9:02pm 
Can confirm that negative thoughts are working for meat dependency at least! I imagine if they're working for that one they're working for the rest, thanks! :D I'll keep an eye out for world pawns, don't have an easy way to check that atm.