RimWorld

RimWorld

Expanded Archite Genes
103 Comments
Gorse Man 22 hours ago 
Finaly, the posibility to make the Ultimate LIFEFORM!-
Alite  [author] 3 Oct @ 6:59am 
Ahh, that makes sense. Steam has been increasingly bad about installing mods properly, so I usually recommend people verify file integrity whenever they encounter weird issues because that usually makes Steam stop being so weird.
Auriel ☯ 3 Oct @ 6:55am 
Sorry, nevermind, it would seem my game was doing some weird error that was resolved by reinstalling mod.
Alite  [author] 3 Oct @ 6:53am 
I don't understand. I double-checked my xml, and the healing ones appear to be multiplying injury healing factor by 5, 10, and 15 while the fertility one appears to be multiplying fertility by 10. Is your game showing or doing something different?
Auriel ☯ 3 Oct @ 6:47am 
Oh, sorry, I was actually referring to what the genes did. Specifically, injury rate multipliers and fertility rate multipler.
Alite  [author] 3 Oct @ 6:42am 
Both of those are intentional. Most of the archite genes in this mod aim to have 1 archite worth 3 to 4 metabolic efficiency in benefits. For the fertility, the vanilla genes don't have metabolic efficiency, so I picked 10 because it's a nice high number. As for the healing ones, that one is a bit weirder due to how vanilla sets them.

Healing has a multiplier of 6 at metabolic 4, and would technically result in the genes being 6, 14, and 22, but due to the vanilla genes in the set not following any pattern (increases the factor by 1 at metabolic 2, which averages to 0.5, but then increases by 2 more going from met 2 and 3), I opted to take some artistic liberty and scaled them down to some cleaner numbers that also don't go quite so ridiculously high as a multiplier of 15 is already high enough to walk off most injuries in very little time
Auriel ☯ 3 Oct @ 5:37am 
Also, just to add on to my previous comment, I have also found that Archite Fertility seems to have the same problem. It says, x10.
Auriel ☯ 3 Oct @ 5:26am 
Hey, just want to let you know that there may be a mistake? Archite Wound Healing, and Major Archite Wound Healing, within the Xenotype Editor show up at values that dont seem to match corresponding Wound Healing progression. Normal Archite Wound Healing says x10, and Major Archite Wound Healing says x15.
Alite  [author] 27 Sep @ 9:23am 
I'm not sure what new genes you're referring to. If you mean the hacking and piloting genes added on July 20th, those are tied to 1.6 due to their link to the Odyssey DLC release
Enjoyer 27 Sep @ 9:20am 
New genes do not appear. I'm playing at 1.5, if anything.
Alite  [author] 19 Aug @ 1:31pm 
Yeah, load order would probably be the only fix if that's the case. That's a weird bug in their code, but it does explain why no harmony patches were mentioned in the log that was shared
cyanobot 19 Aug @ 1:24pm 
Pretty sure load order is the easiest way to solve so I'll add a tag to mine
cyanobot 19 Aug @ 1:24pm 
I've figured it out. There's an error in the vanilla XML loader where if you load a list element with MayRequireAnyOf above any list elements that don't have MayRequireAnyOf, it throws an error. I've reported this to Ludeon in the past.

We're running into it because we're both adding nullifyingGenes to (I'm pretty sure) ThoughtDef EnvironmentDark. And yours use MayRequireAnyOf, so they need to be lower down than mine to avoid the error.
Alite  [author] 19 Aug @ 1:14pm 
Thank you
Luckspeare 19 Aug @ 1:13pm 
Sorry, should have provided a HugsLib report to begin with. Here it is.

https://pastebin.com/pwvB6QVX
Luckspeare 19 Aug @ 1:05pm 
All magic to me, but glad I could help a tiny bit.
Alite  [author] 19 Aug @ 1:00pm 
Not sure why that would happen, but thank you for letting me know. I'll have to see if it's something solvable on my end or something going on in their harmony patches
Luckspeare 19 Aug @ 12:42pm 
If you're running Expanded Biotech Style Genes - All in One, and you're also running Cyanobot's Genes, alongside this one, this mod must be loaded *after* Cyanobot's Genes or you'll get a red error starting with:

Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object

I spent way too long trying to track this three-mod-combo error, so thought I'd share it.
gooberhead 12 Aug @ 3:35pm 
oh wow im surprised i missed that. thanks for letting me know.
Alite  [author] 3 Aug @ 4:59pm 
Oh, those technically don't do anything, but I'll upload a fix
daz_ian 3 Aug @ 4:48pm 
The issue with VRE Hussars looks like these two red errors:

Config error in VREH_WeaponAptitudes: Multiple gene categories share the same displayPriorityInXenotype. This can cause display order issues.
Config error in EBSGA_ArchiteAptitudes: Multiple gene categories share the same displayPriorityInXenotype. This can cause display order issues.

Both mods are using displayPriorityInXenotype of 201 in their own GeneCategoryDef (EBSGA_ArchiteAptitudes in this mod and VREH_WeaponAptitudes in VRE Hussars)
Alite  [author] 1 Aug @ 3:05pm 
Both the More Biotech Style Genes All in One and the Expanded Biotech Style Genes All in One mods can be found in the description. They were both made at the same time as the individual mods with the same code, so you should be safe to just enable those and remove the individual versions
gooberhead 1 Aug @ 12:50pm 
can you make a combined version so its a single mod to add/remove for all of them? would help shortening my 300 modlist by 25
Alite  [author] 20 Jul @ 12:44pm 
Added piloting genes for those with Odyssey and hacking genes. These genes are available when Productivity Genes, EBSG AiO, or EBSG Lite are enabled
Alite  [author] 15 Jul @ 5:17am 
I still do not know what causes things to be forbidden when dropping like that, but as far as i can tell it's a bug related to high yield items (i.e. steel and silver) generating too much too quickly. I don't have any code that alters whether or not an item is forbidden on spawn, so I'm still not sure where the problem is coming from.

The last time it was reported, the individual removed some random genes, and that fixed the issue, but they said it didn't seem to matter which gene they removed because when they used the last gene by itself or with just a few others, the bug never popped up.
Consigned to Oblivion 15 Jul @ 3:43am 
I seem to have a very specific issue, adding the archite slaying (generic one x160%) makes all mine ores by the pawn be auto-forbidden, removing the gene with character editor immediately solves the issue.
Alite  [author] 14 Jul @ 4:37am 
That is amazingly generic. I don't use VRE Hussars, so I can't even guess what part of this mod what be interfering with whatever that mod contains.
Vampyr 14 Jul @ 1:59am 
Seems to have an issue with VRE Hussars.
Alite  [author] 21 Jun @ 5:25am 
You don't have any of the other mods mentioned in the description.
Eclipse 20 Jun @ 9:18pm 
the mod is only adding 5 new genes pertaining to either metabolism or streamlining, any idea why the rest arent showing?
Echo Ichor 21 May @ 1:41pm 
You are awesome! Thank you. I can't live without those mechanitor genes.
Echo Ichor 21 May @ 12:12pm 
No worries at all, and that makes me feel better. Was sure I was just missing something. Thank you.
Alite  [author] 21 May @ 12:11pm 
I just checked again, and apparently I managed to miss a typo when I uploaded since I made the mistake of not using one of the main EBSG mods for my testing. I'm working on uploading a fix right now.
Echo Ichor 21 May @ 11:19am 
I am at a loss, then. I've unsubbed and resubbed, I've deleted the whole mod folder. Still, it persists. It is my only red error and it didn't happen before. Ah well. No worries. Am sure it is something on my end somewhere.
Alite  [author] 21 May @ 4:52am 
I made that update a week and a half ago. If you still have the error then Steam may have decided not to update your version, so you'll have to purge the existing one to make steam redownload it.
Echo Ichor 20 May @ 7:43pm 
Shall keep a close eye for an update as I love this one.
Alite  [author] 10 May @ 4:31am 
Looks like I missed a check for making sure those actually exist. I'll have a fix out shortly.
Echo Ichor 9 May @ 7:05pm 
I second that error.
archlva 9 May @ 5:01pm 
I'm getting some new errors with the mod after the update.

https://gist.github.com/HugsLibRecordKeeper/e12fc31be03e7772831c66a656ee1ef0

Verse.PatchOperationReplace(xpath="Defs/GeneDef[defName="EBSGA_StrongArchiteEatingSpeed"]/displayCategory"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=6
Verse.PatchOperationConditional(xpath=Defs/GeneCategoryDef[defName="AG_FoodConsumption"]): Error in <match>


[Expanded Archite Genes] Patch operation Verse.PatchOperationConditional(Defs/GeneCategoryDef[defName="AG_FoodConsumption"]) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3039936922\1.5\Patches\EAG_Patches.xml
GTAVC16 16 Mar @ 1:00am 
Thank you.
Forcing a redownload has fixed it
Alite  [author] 15 Mar @ 2:39pm 
You shouldn't need to do anything to force the level to update. It should increase the aptitude same as the vanilla aptitude genes, where the base level isn't messed with but the effective level increases. If the skills levels aren't green in the bio tab, try forcing both this mod and the EBSG Framework to redownload.
GTAVC16 15 Mar @ 1:48pm 
I've just given a pawn Archite Enhanced Shooting, Melee and crafting genes.

But their skills remain at their low level. How can I force those skill stats to update?
StupidBaby 24 Jan @ 8:00pm 
@pejman lol, look up a biologist named michael levin, the machine spirit may be even more plausible than you currently think
[JdG] Pejman 24 Jan @ 4:09pm 
Yeah I had the issue out of nowhere and I run 600 mods so it took me a while to narrow it down especially since it's not even a "direct" bug and the error message didn't help beyond knowing it was related to the environmentdark nullifying genes xD. (And the patches all seem to be done cleanly which makes it even weirder).

Everyday I spend programming, the WH40K whole machine spirit thing sound more and more believable.
Alite  [author] 24 Jan @ 3:32pm 
I honestly have no clue why it would do that. I just tried it in my game and also got the error, so we may have stumbled on some weird vanilla bug. Our patches don't appear to actually be failing, but I'm going to update my files to force this mod to load after those just to be safe. Thank you for letting me know about the error!
[JdG] Pejman 24 Jan @ 3:11pm 
somehow loading this BEFORE VRE insectoid and lycanthrope gives an error about something null in enironmentdark nullyfying gene (seems fine if loaded after) took me a while to find out the issue xD
Aduro 11 Oct, 2024 @ 10:29pm 
.....Hey....Drug Blood genes. That's a fantastic War Crime Idea.....
Arieslia 11 Oct, 2024 @ 3:14pm 
imagine how terrifying someone with these genes would be for pirate factions xD
Alite  [author] 3 Oct, 2024 @ 3:34pm 
They appear at the bottom of the genes list when ignore restrictions is active as long as you have the EBSG Framework, and either the More Biotech Style Genes All-in-One or More Drug Genes.
Alex Tomiskovici 3 Oct, 2024 @ 3:03pm 
i don't know if it has been asked before but where is the blood drug genes? they still have yet to show up in my game