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Mod, 1.5, 1.6
File Size
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393.853 KB
24 Nov, 2024 @ 11:44pm
11 Jul @ 8:38am
5 Change Notes ( view )
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Jimothy's Genes!

In 1 collection by Dr Jimothy
Jimothy's Gene Mods
10 items
Description
Welcome to Jimothy's Genes!

This is a simple collection of genes made mostly on a "wait, why hasn't someone else done this already?", with inspiration mostly from Alite and their genes collections.
Also, check out the archite extension of this: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3372618413

This mod adds 7 classifications of genes:
- Trait Genes
- Metabolism Genes
- Purity Genes
- Growth Point Genes
- Learning Rate Genes
- Aging Genes
- Lifespan Genes
Some of these require DLCs or other mods. Using this mod without said DLCs or other mods is fine, the genes dependent on them simply don't appear in-game... except if you don't have Biotech, obviously you need Biotech.

The Genes

Trait Genes
There's a gene for every trait added by vanilla or DLCs.
Anomaly traits are archite.
None of these have a metabolism cost, but high complexity. Making xenogerms with these requires lots of processors, and the genes themselves are difficult to acquire as high complexity increases their value.
Genes with traits from DLCs won't appear if you don't have that DLC. Otherwise, no dependencies.

Metabolism genes
Non-archite, but extreme complexity, similar to traits.
Multiple can be used as once, and alongside Archite Metabolism, and metabolism genes from other mods.
Includes negative metabolism + negative complexity genes, for making complex xenotypes with fewer processors.
No dependencies.

Purity Genes
A pawn with a purity gene can only romance/be romanced by someone who has the same purity gene. This uses the same logic as pig noses in regular Biotech, but 0% instead of 20% romance multiplier, and no visual effect.
You can have multiple purity genes on a pawn, in which case only another pawn with the exact same purity genes can romance them.
5 purity genes makes for 32 purity gene combinations for your space-racists, caste systems, eugenics programs, etc.
No dependencies.

Learning Rate Genes
Learning rate, for kids, NOT skill learning.
2 metabolism gain/cost per level -> will be changed to 1 in next update.
Combined with growth point genes, I was able to have a 5-year-old at max growth points level.
No dependencies.

Growth Point Genes
These increase/decrease growth point gain, not learning rate.
2 metabolism gain/cost per level.
Dependency: EBSG framework https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3112549163

Aging Genes
Unlike the aging genes added by Alite's mods, these do not affect childhood learning rate, and have metabolism gain/cost. There are separate genes for adult and child aging.
These require Alite's Expanded Biotech Style Genes mod to be present, otherwise they won't appear in-game: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020821838
Alite's genes are still present, and can be used at the same time as these.

Lifespan Genes
Doesn't affect aging, so you can have someone who's in their biological 180s or even over 200 with these. Has metabolism gain/cost.
These require Alite's Expanded Biotech Style Genes mod to be present, otherwise they won't appear in-game: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020821838

Dodging Genes
Note: due to Rimworld's dumb processing curves, these don't work quite as they should (pawns with 0% dodge chance sometimes still dodging).
Affect odds of dodging.
Require Alite's Expanded Bitoech Style Genes mod to be present, otherwise they won't appear in-game:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020821838

Hit Chance Genes
Note: due to Rimworld's dumb processing curves, these don't work quite as they should (pawns with 0% hit chance sometimes still hitting).
Affect odds of landing hits.
Require Alite's Expanded Bitoech Style Genes mod to be present, otherwise they won't appear in-game:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020821838


FAQ
Why don't trait genes have metabolism cost?
Someone else already did that: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3252151476
I figure that a character just having a trait in-game doesn't cost metabolism, so there should be a way to genetically assure any trait without metabolism cost.
Of course, high complexity helps provide balance, and in-lore could be explained as the gene needing to work in a more intricate way to get the same result without messing with metabolism.

Some of the genes in those pics are obviously modded, yet they're not in the desc of this mod!
Those are added by Alite's mods, which are required for some of the genes in this mod to appear! Check out "EBSG Framework" to find that goldmine!

I love metabolism! I NEED MORE!
Outland - Genetics: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2910172297
Biotech Capacitor Genes - Balanced: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2883414707
Have fun!

I like some genes, but not others!
I've made "just the trait genes" and an expanded version of the purity genes, available in the collection this mod is a part of (scroll to the top).
Until then, Cherry Picker and Tweaks Galore are your best friends. You could also make your own local mod, and copy-paste the genes you like into it.

Compatibility?
Should be compatible with everything.
This is a simple xml mod. I've used this literally every run since I made it, and made this mod a while before actually posting it. I typically play with modpacks containing 200-300 mods.
So far, I've never found an incompatibility, and thusfar nobody's reported any compatibility issues.
If you do find an incompatibility, though, do let me know.

Changelog
- Xenotype mods.
- Negative metabolism -> Negative complexity. I love modding so much.
- Removed requirements. If something in this mod requires something, and you lack that something, the something won't appear. Still need Biotech cos duh.
- [failed / still in progress / it won't cause issues it's purely cosmetic so don't worry] fix ordering issues in xenotype editor when used with certain other mods.
- Balancing go brr.
- Parry chance trait genes.
- Made an Archite extension of this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3372618413
- Added perfect body, archite immunity, unaging to archite extension.
- Hit/dodge chance genes.
- Made some xenotype mods using trait genes. Look at playlist :p

Future Plans:
Make separated mods of each set of genes, for those who want to play with some genes but not others. -> already done traits and purity genes.
Fix metabolism balance on growth point genes.
Vanilla Expanded Trait genes.
Vanilla Expanded Framework genes that increase / decrease VEF stats. Attack speed, ranged dodge chance, ranged shooting distance, etc.
Anything you suggest, if I find your suggestion both doable and to my liking.

Thankyou to:
Members of Rimworld discord's modding section, for explaining things to me.
Alite for making their gene mods, as they're the inspiration for this mod.
Omelettes, for tasting nice.

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.
Popular Discussions View All (2)
3
28 Nov, 2024 @ 3:54am
Your Ideas / Suggestions
Dr Jimothy
0
25 Nov, 2024 @ 12:17am
FAQ
Dr Jimothy
13 Comments
PleiadesOnline 27 Jul @ 7:55am 
you is a sussy baka
Dr Jimothy  [author] 11 Jul @ 8:40am 
Couldn't find anything broken when testing 1.6 and the way you write genes in xml isn't any different when I check basegame files.
Updated to 1.6
If you find anything not working properly let me know and I'll fix it as soon as possible!
Dr Jimothy  [author] 10 Jul @ 7:35pm 
Now get back in the shoe factory, 7th favourite among my non-voluntary volunteer workers!
A homeless orphan 10 Jul @ 7:19pm 
<3
I'd expect nothing less from Lord Jimothy.
Dr Jimothy  [author] 10 Jul @ 7:18pm 
@A homeless orphan
Hell yeah!
A homeless orphan 10 Jul @ 6:54pm 
Hi, will this be updated to version 1.6?
Zhakop 23 Apr @ 10:13pm 
Thank you. I feel like this is the kinda thing that was actually considered to be added to the game before metabolism mechanic was added. Feels more natural than other OP genepacks.
Dr Jimothy  [author] 12 Apr @ 12:39pm 
New additions:
- Nearly Sterile Gene. Multiplies fertility by 1%.
- (requires Supreme Melee) Transcendent and Quick Reflexes trait genes.

Potential future addition:
- Genes that auto-remove certain health conditions. Hopefully someone's made a framework for that, as currently in vanilla only conditions caused by aging (non-senescent) or affected by immunity (perfect immunity) can be auto-removed by genes.
Dr Jimothy  [author] 26 Nov, 2024 @ 10:41am 
Update 1:
- Negative metabolism genes now give negative complexity, which can be used to put more genes on xenotypes despite shortage of gene processors.
- Reduced requirements. Genes with external requirements beyond this mod simply won't appear if those requirements aren't met!
- Fixed ordering issues in the xenotype creator.
- Some other lil things.
Taco Nuke(Dapper Edition) 26 Nov, 2024 @ 8:18am 
*yoda death sound.mp3*