RimWorld

RimWorld

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EBSG - Bleeding Genes
   
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Mod, 1.4, 1.5, 1.6
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205.368 KB
4 Aug, 2023 @ 7:24pm
29 Jun @ 6:36am
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EBSG - Bleeding Genes

In 1 collection by Alite
Expanded Biotech Style Genes
26 items
Description
Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

This mod also adds blood recovery genes that require the EBSG Framework. If you choose to not install the framework, then those genes will just not be enabled. None of the other genes will be affected by this decision.

This mod adds 8 new bleeding rate genes, which multiply the rate of bleeding by 2, 1.75, 1.5, 1.25, 0.75, 0.50, 0.25, and 0.001(essentially 0). It also adds an archite to superclotting, because I found it weird that something that automatically tends wounds isn't classified as archite level, especially when it has that low of a metabolic cost.

If you do not want the Superclotting update, then you can go to the mod settings for Vanilla Expanded Framework to toggle "Superclotting uses archite not met". It is true by default, and switching it will require a restart.

Included in Expanded Biotech Style Genes - All in One

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
11 Comments
Alite  [author] 15 Jul, 2024 @ 6:41am 
Fixed a bug with VRE sanguophage and made some better textures.
Alite  [author] 15 Mar, 2024 @ 12:52pm 
Starting in 1.5 this will require the EBSG Framework to appear and be used. Doing it this way allows me to put the settings into the EBSG Framework mod settings instead of making you search through the VEF one, though it may require you redo any settings you had when it was in the VEF menu.

This change shouldn't affect the 1.4 version of genes, and the 1.4 version of the mod still requires the vanilla expanded framework, while the 1.5 version instead requires the EBSG Framework.
FungalFish 17 Dec, 2023 @ 2:41am 
Hell yeah, I've been wanting blood recovery genes for SO LONG :)))
Alite  [author] 16 Dec, 2023 @ 6:18am 
This mod has been updated with new blood recovery genes! Due to the nature of the genes, they will require the EBSG Framework.

This framework contains a bunch of code used both by this mod, and several other EBSG mods. If you're a modder yourself, it also contains a bunch of other features that you can access by making it a dependency. [github.com]
Alite  [author] 15 Aug, 2023 @ 3:12pm 
An All in One has been made . It will be updated in the future, but most of my planned easy genes have been made.
Joselito 12 Aug, 2023 @ 4:11am 
Tynan should hire you.
Alite  [author] 6 Aug, 2023 @ 6:53am 
You're welcome! If you have any other ideas you'd like implemented feel free to let me know. I try to check the steam comments and discord messages as often as I can.
DemonX3 6 Aug, 2023 @ 6:50am 
Thank you, your mods are definitely something I like to have in the modlist.
Alite  [author] 6 Aug, 2023 @ 5:20am 
Both points make sense. I've removed the metabolic efficiency from Superclotting, and added a toggleable patch. The toggle can be found in the VEF settings.
DemonX3 6 Aug, 2023 @ 1:18am 
Also if you are adding an archite cost it's probably a good idea to remove metabolic cost so it's more in line with other archite genes