RimWorld

RimWorld

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Biotech Capacitor Genes - OP
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
71.402 KB
30 Oct, 2022 @ 1:04pm
11 Jul @ 11:03am
4 Change Notes ( view )
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Biotech Capacitor Genes - OP

Description
Description:
With the help of Nano-robotics pawns of the rim have achieved a new era.
Introducing "Capacitor Genes"!
Based on the gene, a number of nanites are added to a person's xenogenome, optimizing the pawn's genetic code as never seen before, allowing for more beneficial genes to be incorporated into the pawn without the downside of metabolic deficiency.

Feature:
Adds multiple genes that increase the metabolism at the cost of complexity.

Tier 1:
Complexity: +5
Metabolic Efficiency: +5

Tier 2:
Complexity: +10
Metabolic Efficiency: +10

Tier 3:
Complexity: +15
Metabolic Efficiency: +15

Tier 4:
Complexity: +20
Metabolic Efficiency: +20

Tier 5:
Complexity: +25
Metabolic Efficiency: +25

Tier 6:
Archite Capsules: 5
Complexity: +25
Metabolic Efficiency: +50

Notes:
1.If you want to test this mod and see how it, using dev-mode you can edit a person's genes, you can find them under the name Capacity_Booster_Tier_X.
2.Removing the mod mid-playthrough, causes some one time errors to happen.
3.All the genes are obtainable as any base game genes (Traders, Quests)
4.All Capacitor genese stack, for a total of +125 metabolism.

Balance:
Not very balanced.
I am welcome to feedback on this matter.

A add-on with more op genes can be found here: Biotech Capacitor Genes - Extra OP
The balanced version of this mod can be found here: Biotech Capacitor Genes - Balanced

Copyright Notes:
Portions of the materials used to create this content/mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.
48 Comments
Petre27  [author] 11 Jul @ 11:12am 
The mod has been updated to 1.6!

@Ghost - I just tested it and it worked. Make sure that the Gene bank is powered and connected to the Gene Assembler

@Torkkar - I don't currently plan to create any more mods. I am pretty busy with work :(
TokoYulip 20 Jun @ 3:55am 
For those checking in, this mod seems to work just fine on the 1.6 unstable.
Ghost 5 Apr @ 3:13am 
Heya, this is super late in but how do you implement them in the xenogram making machine? It doesn't come up as an option to add to xenogram when recombining. I have one in a genebank nearby it?
2001 quesenart toaster 5 Sep, 2024 @ 4:55pm 
aw hell YEA
Doggocide 31 Aug, 2024 @ 12:24pm 
I can now have an effective super army that doesn't have to be foodless! :D
Torkkar 29 Aug, 2024 @ 6:25am 
hey loving these mods but I've a request for an addon to a mod that would fit in here the mod is VRE - Insectors & its a custom race with a geneline editing feature that works seperate from biotech xenotype editor, it allows us to modify an INDIVIDUAL seperate from the xeno type think Zerg & the difference between Zerglings & Hydrolisks, anyway it'd be nice to have a set of negatives traits added to that that works like this with a minimum of 3 & max of 12 so 3, 6, 9, 12 or so as each gene has a count of 1 & requires 1 negative however its balancing is off & from what I've seen most optimal noncompeting genes number about 6 but there's just not enough non-gimping negs to take to afford that many genes.

I'm begging for a yes here dude its a fun mod but needs a little help from something like what you've made here in these works of art.
Petre27  [author] 21 Jun, 2024 @ 12:30pm 
@miruem83 - I've made a mod that is similar to this one. I named the mod "Android Reactors", and you can find it easily on my workshop items. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3190456722
miruem83 21 Jun, 2024 @ 12:27pm 
Hello. Can you make this applicable to Androids?
TcT Goth98 8 Jun, 2024 @ 4:03pm 
How exactly do you get these genes? I can't find them anywhere.
Renix 17 Apr, 2024 @ 2:43pm 
Needs mitochondria mods and parasite eve atp