RimWorld

RimWorld

51 ratings
Animal Genes
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
778.601 KB
28 Jun @ 12:11am
9 Sep @ 12:48pm
13 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Animal Genes

Description
Animal Genes

Recent breakthroughs in gene technologies have revealed that the genes of animals are compatible with baseliners! Make your colonists as resistant to cold as a Muffalo, as large as a rat, with a Warg's razorfangs and let them eat trees like a Thrumbo.

And if a pawn has the right genetic affinity and all the genes relevant to an animal, they might end up as the real thing!

Key Features

Animal's abilities (i.e. everything from size, armor, speed, temperature tolerance, hair/skin color, leather/wool/milk production, ...) is represented by genes that can be extracted and applied to your colonists.

If a pawn has the right affinity gene (i.e. "Thrumbo Affinity") and all genes related to it, it turns into the sapient animal version and has the metabolic cost of all those cool genes completely compensated for!

Procedural generation of genes

Rather than manually adding and assigning genes, the mod automatically generated genes based on animal properties. A modded chocolate muffalo that produces chocolate milk and cotton candy wool? Should just work out of the box! Note that complicated modded animals with special behaviors or scripted visuals may still need a patch.

Genetic behaviors

Sapient deer graze, sapient thrumbos eat trees, sapient panthers hunt small game. Extract the dendrovore gene and your colonists too can survive off wood and cacti. This behavior should be reasonably performance-light, due to using existing rimworld systems and only triggering if no normal food is found (or allowed!). Forbid all meals, allow trees and have your thrumbo survive off the local forests.

These behaviors can be disabled in the mod options.

How to play

Assign an animal to a gene extractor.
Alternatively, acquire the genes from laboratories and traders.

Affinity genes are inactive until all relevant genes are present on a pawn. Once they are, the gene and all relevant genes (xeno and otherwise) are turned into endogenes and the pawn turns into a sapient animal. A triggered affinity gene will remove all other affinity genes present during this change. This change is irreversible!

Be wary of overriding the endogenes of sapient animals! Once thrown out of balance, the affinity gene no longer compensates for the metabolic cost of all relevant genes. If you want a rat-sized sapient thrumbo (or thrumbo-sized rat), you can, but you'll have to deal with their suddenly hungry, hungry metabolisms.

Github

https://github.com/smw3/animal-genes

Patching

All procedurally generated genes first check if an appropriate gene already exists. For example, all genes that handle natural armor look for "ANG_<defName>_Armor", and if they can't find that, generate one.
If you want to have more fine control over genes applied to modded animals, make existing genes with the same defNames of the genes you see in-game.

Potential Issues

My sapient chickens don't lay eggs!
- Egg laying behaviors are not yet implemented. Since it goes beyond simply producing a resource, and has to do with reproduction, there are questions to be answered still. Expect it to be part of future updates.

You said it'd automatically work with mods!
- Load order matters: Make sure this mod (And B&S Framework too, probably) is loaded AFTER any mods that add animals. I have only thoroughly tested vanilla compatibility so far.

How do I cheat via devmode?
- While in dev mode, in a pawn's "genes" tab, there is a button for Animal Genes
Popular Discussions View All (1)
0
20 Jul @ 9:07pm
Feature Suggestions
Fokson
54 Comments
s_m_w  [author] 7 Sep @ 11:01am 
Thanks for the comments, just wanted to quickly acknowledge that I am appreciating the feedback, but haven't quite had time to investigate properly.
Tathar 7 Sep @ 10:49am 
Unusually sized sapient animals (like prairie dog at size 4.00) are displayed away from the tile they're actually supposed to be on. Not sure if this mod is to blame, or one of the prerequisites.
Tathar 5 Sep @ 11:18am 
Is this mod the one that's categorizing a prairie dog as a canine, or is it one of the dependencies? A prairie dog is a rodent, so sapient prairie dogs shouldn't be romancing canines instead.
Tathar 15 Aug @ 7:44pm 
It seems that the Random Spawning Genes mod interacts with this mod in a way that makes the animal affinity genes not trigger even when their requirements are met, if they're added to a pawn by the other mod. Is there any other way to start out with a sapient animal?
Tathar 15 Aug @ 7:36pm 
Activated horse affinity seems to be missing the rideable icon in the caravan menu. Are rideable sapient animals possible? It was always the best part of Pawnmorpher for me to see the horses pack their own caravans before the still-human pawns hop on and ride.
Evenstaar 11 Aug @ 2:02pm 
huuhufhuajssdjs rat poisoning...

I think I just had a stroke. Totally leaving that there.
lakefishHAXX 1 Aug @ 2:31pm 
Does.. this also let animals do pawn work types? If so, then i'm going to do a rat-only colony, with the goal of making a space station of *only* rats.
Guineatown20806 30 Jul @ 11:14am 
There was another BaS-Framework around an hour ago. Anyone having issues? Because my game launches but the entire Main menu is bugged.
Cactus.jpg 30 Jul @ 9:16am 
Animals should have the genes for their ears + tail + any other features that have associated genes already. I want to make cat people by extracting the genes from actual cats.
DracoHoribilis 30 Jul @ 8:01am 
Yeah you have to remove the mod, restart the game and add it after so steam downloads the files a-new