RimWorld

RimWorld

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EBSG - Mechanitor Genes
   
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Mod, 1.4, 1.5, 1.6
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11 Oct, 2023 @ 4:47pm
5 Jul @ 4:15pm
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EBSG - Mechanitor 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 adds 59 new genes that let you create special xenotypes that have portions of their brains dedicated to being excellent mechanitors. Many of the genes that make the carrier a better mechanitor often come at a cost though. Just like how the mechanoid labor enhanced precept limits the pawn's work speed in exchange for improving the work speed of all their mechs, many of these genes will lower another stat based on how much the gene gives. Is a 250% multiplier on mech speed worth losing 60% global work speed? Is the ability to remotely repair or shield your mechs better than any other worth reducing your ability to move quickly?

Most of the negative genes are a 33% and 67% multiplier, except Mech Control, which is 25%, 50%, and 75%. All of the positive genes use 125%, 150%, 175%, 200%, 225%, and 250%. The stats affected by each category of positive gene are:
Remote Shield: Move Speed
Remote Repair: Move Speed
Repair Speed: Medical Tend and Operation Speed
Mech Control: General Labor, Smelting, and Cleaning Speed
Gestation Speed: Global Learning Rate (Only impacts skills)
Encoding Speed: Research Speed and Meditation Focus Gain(for psychic pawns)
Mech Work Speed: Global Work Speed

Note about work speeds - Global affects all work types, while General only impacts things classified as dumb crafting, along with the speed of quality item crafting. The penalty to global work speed stacks with other work speed penalties.

Note about the innate implants - I know that there is a bug where you can remove the implant, and said implant won't disappear if the original pawn loses the innate implant gene. This is just a bug related to the code behind where it only checks the pawn itself for the implant. While I was not part of the creation process, I assume it was set up this way to avoid potential processing issues in late game.

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]
34 Comments
Alite  [author] 6 Jul @ 5:24am 
In theory, yes. I've seen mods that have extended the command range of mechanitors before, so it's entirely doable. I opted not to do it in this case because there isn't a vanilla stat for it, and that was one of those things I didn't really want to mess with.
Maya 6 Jul @ 4:21am 
Would a set of genes to influence command range be possible?
Raith 5 Jul @ 4:24pm 
that's fair, and I'll take time to check out the new update
Alite  [author] 5 Jul @ 4:15pm 
Counter would have been a more accurate word than rebalance. Anyway, the update has been uploaded.
Alite  [author] 5 Jul @ 4:11pm 
I'll drop the debuffs on work speed, move speed, and learning speed. Checking the values I have listed, I'd love to say I was focused on using other sources to rebalance those, but to be honest I think I might have forgotten to readjust them after playing with the genes
Raith 5 Jul @ 2:44pm 
if it was simply work speed that got affected I wouldn't worry all that much, but learning speed also takes a major hit as well. sure the mechs could effectively take care of that too, but what about the off chance that all your mechs happen to kick the bucket due to some freak unlucky accidents or raids? now you got a colonist who, if their skills are quite low, can barely do anything by themselves, and worse case scenario might die due to not being able to work fast enough. Don't get me wrong, I like the idea you got going on, but I wonder if there's a better way to make it work?
Alite  [author] 5 Jul @ 1:05pm 
Because the metabolic efficiency doesn't really balance out the buffs by itself well enough to counter the fact that you can have dozens of mechs attached to the same mechanitor. Instead of making the buffs pathetically small I decided to take Ludeon's idea from the mechanoid labor enhanced precept and gave some easily debuffs that can usually be countered by just making more mechs.
Raith 5 Jul @ 12:17pm 
question; why are the really pricey genes for the mechanitor also come with a debuff to certain aspects of the character? feels like the high metabolic efficiency would more than be enough of a debuff for something that powerful, or if the debuff is really needed, then why not lower the metabolic cost to something more reasonable to make up for it?
Alite  [author] 3 Jul @ 5:03am 
Looks like some of my patches aren't working quite as expected anymore. I'll try to have a fix out as soon as I can
Ckomi 3 Jul @ 12:48am 
i get several red errors when i use this mod with alpha genes,
happens with the carry capacity gene mod aswell