RimWorld

RimWorld

Expanded Biotech Style Genes - All in One
135 kommentarer
Engineer Gaming Part 3 7. aug. kl. 4:52 
thx for these amazing genes
Lyn the Cookie 24. juli kl. 10:32 
This is probably my favorite series of gene mods, so I can customize my xenotypes the exact way I want. Thank you for your work!
Alite  [ophavsmand] 20. juli kl. 12:45 
Added piloting genes for those with Odyssey, and hacking genes
Alite  [ophavsmand] 24. juni kl. 5:12 
Between this and the other "log" you shared, I'm getting the feeling you threw some stuff at AI and are just regurgitating what it plopped out. There has never been an EBSG_Ageless gene. At least you ended up in the right mod series this time
ASMR gaming 24. juni kl. 2:06 
2.2 Duplicate XML fields (strictly invalid)
php-template
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XML Verse.GeneDef defines the same field twice: displayOrderInCategory
… <displayOrderInCategory>0</displayOrderInCategory><displayOrderInCategory>0</displayOrderInCategory>
EBSG_Ageless from Extended Biotech Style Genes defines the same tag twice.
Modern RimWorld is strict: the second tag crashes the def parser for that one gene and everything that references it later.

Fix

Update EBSG to the 1.5 “hot‑fix” build (the authors removed the duplicate field on 2025‑04‑09).

If you must keep this exact build, edit Defs/Genes/Gene_Ageless.xml and delete the second line.
Alite  [ophavsmand] 18. juni kl. 11:05 
That's the point, and if you read the description you'll find the link to the lite version that has much fewer, along with the statement that "most who want to trim down the gene count will just use individual mods and/or cherry picker".
Theocratical Goblin 18. juni kl. 10:16 
Jesus do we really need a "low, high, minor, major, extremely," blablabla for every single possible attribute? talk about bloat
Theocratical Goblin 18. juni kl. 10:15 
A lot of these things work better as traits and just bloat the whole gene pool. I disabled most of your genes with cherrypicker
Alite  [ophavsmand] 11. juni kl. 5:22 
That's an issue with the vanilla code. The carrying capacity genes do alter the carrying capacity (and the caravan carry capacity when VEF is enabled), but unless you have other mods that check the stat, hauling is usually the only thing that checks the capacity.
Nian Bean 11. juni kl. 4:59 
Does the carrying capacity gene not really affect the carry weight?
Reidlos 8. apr. kl. 15:25 
I dont use steam directly i use rimpy and local copy them with steam CMD, it did update but it took me a full wipe and reinstall even though it said it updated the 6th. but i dont see error in my list so i think we good!
Alite  [ophavsmand] 7. apr. kl. 18:50 
Force steam to redownload this mod. It has an unfortunate tendency of not updating mods when it should.
Reidlos 7. apr. kl. 17:38 
ya just seems like Alpha genes isnt paying nice
https://gist.github.com/HugsLibRecordKeeper/83d46440ae0da0dfd48e68f959a35954

heres just the ones that seem to bug out, ignore bottom on
Reidlos 7. apr. kl. 17:33 
seems it didnt fix
https://gist.github.com/HugsLibRecordKeeper/646f0d7a2b542088b119c1004a8d257e

maybe its on thier end? i tried to grab all "gene" mods only just to see but cant seem to lock it in
Reidlos 6. apr. kl. 7:14 
cool, ya not sure if it was critical or not but every few months i do a error clean up sweep of my 400+ mods i use just out OCD lol . I think its good practice to keep things clean of upper risk warnings and all errors if possible.
thanks for taking a look
Alite  [ophavsmand] 6. apr. kl. 4:39 
Looks like I made a mistake in one of my patches for Alpha Genes. Probably wasn't really breaking anything, but I've uploaded a fix regardless.
Reidlos 5. apr. kl. 20:53 
I think its a conflict with Alpha Genes or Big and Small. here is a log with only those.

Dont think its causing massive issues but figured id check

https://gist.github.com/HugsLibRecordKeeper/71df3d57056cf657cb66592cff70270b
Reidlos 5. apr. kl. 20:47 
on start up getting this error, just wondering if its somthing on my end or fixable

Could not resolve cross-reference to Verse.GeneDef named EBSG_InnatePsychicAmplifier (wanter=blackListedGenes)
Alite  [ophavsmand] 29. mar. kl. 14:01 
Yes
DarlanMaz 29. mar. kl. 13:40 
So if I have "Expanded Biotech Style Genes - All in One" and "More Biotech Style Genes - All in One" I will have all the genes?
Alite  [ophavsmand] 28. mar. kl. 7:49 
Added a setting to disable the innate shielder and repairer prerequisites for the related genes. If the setting doesn't appear in the mod options, you'll need to force Steam to redownload the EBSG Framework. If you see the setting but the prerequisite is still there after restarting game, force this mod to redownload
Toaster 13. mar. kl. 5:45 
@lostormisplaced Alright, thanks mate
lostormisplaced 12. mar. kl. 18:27 
@toaster no conflict, used them together multiple times
Toaster 12. mar. kl. 18:07 
Does this mod have any conflict with alpha genes or is it okay to install both of them?
Alite  [ophavsmand] 9. mar. kl. 8:45 
Yes. There might be overlap in some cases, but overall there shouldn't be any compatibility issues.
Hustler One 9. mar. kl. 8:25 
Is this compatible with Big & Small?
Alite  [ophavsmand] 20. feb. kl. 12:18 
One of my patches is missing a check. I'll have a fix uploaded soon.
Dr Jimothy 20. feb. kl. 8:35 
Whenever I export a xenotype (xenotype exporter) with the cavernous stomach, strong stomach and robust digestion genes, for some reason when I load it up again it's got contracted stomach.
Alite  [ophavsmand] 18. feb. kl. 5:23 
Unfortunately, your best bet would be to use cherry picker to remove all the genes you don't want. There are far too many moving parts in this mod for me to add settings that remove specific stuff without risk of side-effects and errors.
choi4624 18. feb. kl. 2:41 
I think it is need to setting options each genes.. this is hard to get genpack when not using gene library mod. and some gene is not useful in someone's gameplay. (in play concept like reproduction or reliance)
subscribe each mod is options but... it is something challenge to manage it.
Alite  [ophavsmand] 21. jan. kl. 17:08 
I've added settings to make it so psychic and mechanitor genes no longer require the EBSG version of the Psychic Amplifier and Mechlink genes. If the settings don't appear or you get an error about the settings not existing, force steam to redownload the EBSG Framework
Alite  [ophavsmand] 9. jan. kl. 9:21 
The ageless gene is vanilla. It's an archite gene that can be accessed by clicking ignore restrictions on the bottom right of the xenotype creation menu.
EMT UP 9. jan. kl. 7:45 
I found that the only gene in this genetic system that reduces aging is the gene that slows down aging (maximum reduction is 40%).I think a gene that completely stops aging can be added in it.
I know some mods by other creators can maintain age in some way by forcibly modifying character information, but it makes more troublesome to use, and sometimes it can only limit to the first few colonists at the game beginning, and this attribute cannot extract and share with other people such as captured prisoners.
If this stop-aging-gene can be add in this gene system, then after the game starts, I can extract it from several colonists who have been implanted with this gene at the beginning of the game for preservation, take it out and implant it into those humans who cannot have the gene , such as captured prisoners.
In this way, I can make them stop aging normally, which is also in line with the normal game play logic of this game, instead of using other mods to force edit character.
Alite  [ophavsmand] 9. jan. kl. 5:04 
If you do not have Anomaly then they should be automatically excluded. That's why Anomaly isn't listed as a required DLC.
phatkok 8. jan. kl. 19:03 
can you please make an All-In-1 without the anomly mod for ppl with only biotech
Alite  [ophavsmand] 27. nov. 2024 kl. 11:14 
Should. There may be some edge case scenarios that cause errors, but I haven't had any of those reported in a while.
lostormisplaced 27. nov. 2024 kl. 11:06 
does this work with other gene mods?
Alite  [ophavsmand] 25. nov. 2024 kl. 13:33 
Not for all of them at once. Each one you see in-game is automatically generated, and it just looks for all addictions that don't have a certain flag attached to it. I don't know of a way to reliably make a gene that stops all addictions.
Fairy 25. nov. 2024 kl. 6:05 
Ahhh, I see. So something that just sets 'Addiction Chance x0%' or something is not an option?
Alite  [ophavsmand] 25. nov. 2024 kl. 4:35 
Unfortunately, the way that drug genes are handled means there is not a reliable way to provide a universal drug immunity gene. The immunity genes you see are all limited to just one chemical, and the way those genes are coded doesn't allow for archites.
Fairy 25. nov. 2024 kl. 2:29 
Any chance for a "Universal Drug Immunity" kind of gene? Something that grants the same effect as the 'Impervious' gene, but for every chemical? Maybe as an archite gene of some kind. I've been looking for one, but I've found nothing that adds it.
Alite  [ophavsmand] 17. nov. 2024 kl. 6:19 
Fixed a bug where psychic nullifier would try to nullify superhero gene stuff that didn't exist for people who don't have royalty
Alite  [ophavsmand] 29. sep. 2024 kl. 10:19 
I decided not to implement genes for the need itself due to how deathrest bonuses work. The benefits last until the pawn deathrests again, or runs out of the need, and the balancing act of both avoiding making those bonuses useless/op while still having the need rate change feel significant wasn't something I felt was worth attempting.
FrAmed46 29. sep. 2024 kl. 9:58 
Could I suggest a new gene category? Here goes: Like deathrest speed genes, but for deathrest need. For example, there could be: Reduced death rest need, which makes the pawn death rest less often. It would go both ways of course
LemonCat 14. sep. 2024 kl. 17:51 
CE was the problem... deyam.
LemonCat 14. sep. 2024 kl. 17:47 
You were right, I guess I'll have to organize my mods better.
Alite  [ophavsmand] 14. sep. 2024 kl. 5:16 
That sounds like another mod is causing issues. The base carry capacity is 75 kg, and I just tested various genes and was able to make it go even higher than that (up to 300 with the archite version)
LemonCat 13. sep. 2024 kl. 17:15 
the genes for carrying more weight don't work? I don't go over 50kg
Alite  [ophavsmand] 1. sep. 2024 kl. 6:41 
Added need genes.
Alite  [ophavsmand] 28. juli 2024 kl. 12:06 
I missed some spots on that psychic stuff for those without royalty, but they should be handled now. If someone has a save using this mod without royalty you'll probably get some one time errors on load, but in theory it should be safe to ignore them.