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CRIMSPR - Immunity Module
   
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Mod, 1.4
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400.640 KB
20 Dec, 2022 @ 3:57am
20 Dec, 2022 @ 9:57am
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CRIMSPR - Immunity Module

In 1 collection by Jenkem
Project CRIMSPR
5 items
Description


MOD INFORMATION
Hello again! Isn't it interesting how there are only three kinds of immune system genes to choose from in vanilla? Do you want more variety in how chad and how sucky a pawn's immune system can be? Is it odd how every baseliner dies from the untended plague, but everyone survives the common cold with ease? If yes to any of these, then this is the mod for you!!!

This mod overhauls and expands the vanilla immunity genes using the "SpawnThoseGenes!" framework. Every newly created pawn now has a dedicated germline gene category for their immunity gain speed. In addition, 18 more immunity genes are added into the game, expanding the variety of possible immunities into a spectrum. This mod is a part of CRIMSPR, a new modding project that seeks to overhaul and expand Rimworld's genomes. For more information, check out my Core Module and my Collection page.


WHAT DOES IT DO?

Overhauls Vanilla Immunity Genetics
  • Each pawn now has a dedicated genetic category for their immunity
  • Immunity spawn possibilities are now spectral for each xenotype; Baseliners have a 0.58% chance to spawn with an immunity gain speed of 130%; Wasters have a 0.000026% chance to spawn with 75% immunity gain speed
  • Adds 18 more immunity genes
  • If a pawn is missing his immunity somehow, then that's a 10% immunity gain speed
  • Lightweight and seamless tweak to genetics that makes a massive difference


QUESTIONS AND ANSWERS

Savegame compatible?

Probably not a great idea to add nor remove since it nukes vanilla traits, and adds in the essential gene to all pawns.

Can u patch X modded xenotype?

In due time, I want to build out CRIMSPR a bit more and up my modding skills so as to streamline that process. Perhaps once CRIMSPR and "SpawnThoseGenes!" is understood a bit more, other modders can roll compatibility patches into their mods without me having to do a modded xenotype megamod. In the meantime, I encourage you to make those patches yourself! It's quite straightforward, all in XML, and "SpawnThoseGenes!" has example code in their mod file.

Can u CRIMSPR-ify X bunch of genes or X gene mod?

In due time, I hope to enfold tons of different gene categories in the CRIMSPR network under various modules. I am rather new to modding, so I'd like to interact with the community in order to gauge popular demand before moving forward... and hopefully finish university here.

What if I don't like the gene spawn balances?

You don't have to! Here are a couple things you can do—
  1. Drop your suggestion in the comments; I'll be sure to read every single one and engage in the dialectic for future updates.
  2. Alter the spawn weights in my mod files; just input "2904282694" in "Steam\steamapps\workshop" to find the correct .xml files; be sure to save copies of your bespoke chance weights tho, in case I update this mod.
  3. Use dev mode to alter a pawn's germline; great for on the fly tweaking of important colonists, in case a sickly Waster shivers ye timbers.


INCOMPATIBLE MODS
To be figured out! (But as the mod is designed, it should not be incompatible with much. All vanilla genes are still included, meaning that modded xenotypes still play nice with CRIMSPR.)


RECOMMENDED MODS


LOICENSE
If I disappear, y'all have free reign to resurrect the mod. You can use CRIMSPR genes in your own works (I don't exactly own numbers), though I'd appreciate a shoutout :] I'd be flattered if you'd include CRIMSPR mods in a collection; I however assert dominance over the CRIMSPR brand >:}


MOD UPDATES
To be continued...
4 Comments
RealLifeHobgoblin 25 Mar, 2023 @ 9:47am 
Yeah, this mod sounded cool but now I'm forced to deal with all diseases using character editor because xenotypes get 10% immunity. That's not nice.
Sarius 15 Jan, 2023 @ 11:06am 
I'll ad to this request. If you can, please base immunity speed 100% and genes like x95% instead of base value 10% and genes adding x950% immunity gains speed. I'll help with cases where colonist spawn without modded gene AND It will stop every animal dying of small cuts or flu
Leaguenet 15 Jan, 2023 @ 7:42am 
If I could suggest - I don't know the rationale behind making base immunity gain speed 0.1; if it were 1, and all genes were tweaked accordingly, all unsupported cases such as animals and custom xenotypes would have normal immunity by default.
Leaguenet 15 Jan, 2023 @ 3:09am 
Hi! Playing and enjoying the mod, but I feel there's a major bug currently - specifically, all animals are treated as having no immunity (10% base rate).