RimWorld

RimWorld

Genetic Rim [DEPRECATED]
Showing 31-40 of 103 entries
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Update: 18 May, 2019 @ 7:50am

v4.502:

Added Spidercamp's Dog Pack gene extraction compatibility
Modified Hatcher.dll, to allow muffalo mammaries implants' yield to be changeable via XML

Update: 11 May, 2019 @ 6:59am

v4.501:

Created a new trade tag to avoid exotic animal traders introduced by other mods selling Genetic Rim animals, thus negating the entire point of the mod.
Added this new tag to the Mad Scientist trader ship, so your own animals can be sold.
Added LeatherAmount and MeatAmount = 0 to the Archotech Centipede.
Genetic Repository in the Archotech Project should now correctly require 1 of each genetic material, not 5

Update: 9 May, 2019 @ 2:27am

v4.5:

Added the Archotech Project, an endgame chain of technologies that allows you to WIN the game. Instead of building a spaceship and leaving the planet, you can research how to integrate and control an archotech AI inside a bio-mechanical body. Why would you leave when you can stay and kill all your enemies?
Added all research, buildings and creature related to the Archotech Project. The Archotech Centipede is not OP, it is GOD.
Added TropickAPP Rainforest Mod compatibility for gene extraction
Re-balanced medicine costs in human implants
Added feline genes to the duplicator
Added new categories for implants, genetrainers, etc, to avoid menu cluttering
Made Catwolves able to haul again

Update: 2 Apr, 2019 @ 1:49am

v4.4
Re-did the way genetic implants are handled. They should now support all animals, even those from other mods, without need for a patch. It's time for that bio-modified Brontosaur!
Added colours to surgery recipes, to help differentiate genetic implants from those added by A Dog Said or Cyber Fauna
Added Vanilla Animals Expanded — Livestock compatibility for gene extraction

Update: 29 Mar, 2019 @ 7:44am

v4.3:

New hybrid animal family: cats. 16 new animals.
Feline genes can be extracted from vanilla, Animal Collab, Alpha Animals and Let's Have a Cat! via Modcheck.
New animal control ability: cat reflexes.
New items: genetrainers. Genetrainers are implants that do not take the place of any given organ, and they need a vanilla mech serum (neurotrainer, healer or resurrector) to be crafted.
Added genetrainer bench and research to go with it
New mechanic: non-specialized genes can now be extracted from ANY animal, to be used in the recombinator.
Fix: rebalanced beaverwolf castoreum to be in line with other food
Fix: bear muscle tissue humanoid implant now adds manipulation instead of max health (wasn't working)
Fix: typo on the uranium implant mesh
Fix: Bumbledrone queen from Alpha Animals can now be extracted
Fix: reduced consciousness gain from some humanoid implants (was too op)
Fix: fixed some research that had requirements of a higher tech level
Fix: typo on age pills
Fix: hopefully, no more incubators / stabilizing genes as quest rewards (increased mass to 10)
Fix: bunny ears implant renamed to bunny ear (and it should now stack to 2)
Fix: typo in chickenwolf cockerel
Fix: Nutrient vat building now has a thingclass to avoid errors
Fix: Updated cryofuel graphic to be like 1.0's chemfuel
Fix: wrong name in paragon muffalo pack's north direction
Fix: reduced effectivity of horror hybrids insanity cloud
Fix: added victimseverityscaling to toxic and hairball attacks to avoid mechanoids trying to puke..... yeah

Update: 11 Mar, 2019 @ 2:47pm

v4.203:

- Small revert to the Mechathrumbo, cause I accidentally made him quite useless

Update: 5 Mar, 2019 @ 11:02pm

v4.202:

- Reduced mechanoid interface chip's gold cost to 150
- Added workgiver to the gene duplicator so it actually WORKS

Update: 5 Mar, 2019 @ 11:42am

Super small bugfix

Update: 5 Mar, 2019 @ 11:36am

v4.201:

- Added Gene Duplicator building to duplicate most genetic material
- Added Gene Duplication research
- Removed power needs of the Animal Control Hub
- You can now craft mechanoid interface chips in the fabrication table with Advanced Fabrication research. This method is EXPENSIVE as it is intended as a catch-up for peaceful storyteller playthroughs where mechanoid crashed ships might not appear.
- Mechamuffalos now consume a little more food to not screw caravan calculations up (stil 1/30 of what an ostrich eats!)
- Mecharats don't need mechanoid interface chips now, they are cheap!
- Fixed hibernation module implant's resting rate
- Fixed a typo when making muffalo skin implant

Update: 26 Feb, 2019 @ 6:36am


v4.2:

Added saddles for Giddy-Up. Now all hybrids and paragons of suitable size (>0.8) will have a saddle when ridden
Fixed graphic alignment issues with some hybrids to properly draw the saddles
Re-balanced mechanoid hybrids. Now they are more "endgame"
Poison and Psychic ships now drop a mechanoid chip, used to make mechanoid hybrids
Mechanoid hybrids will no longer reproduce, even if other mods interfere
Added new research to separate hybrid implants from humanoid implants
Added many new humanoid implants. More to come
Added hybrid implants to the last five rodent hybrids added, cause I forgot
Fixed spine implants providing a double bonus