RimWorld

RimWorld

Biotech Expansion - Mythic
359 Comments
Lennoxicon  [author] 3 Jul @ 5:21pm 
1.6 - Fixed slider bug
Gafronkis the Boot Maker 3 Jul @ 4:02pm 
A recent update changed the Gizmo_Slider so any mod that used that is throwing errors and stopping the actions menu in the debug mode to not work. That includes this one for Reverence and Aurum.
soehner18 22 Jun @ 2:42pm 
Update for the missing head bug:
[CAT] Show Hair With Hats or Hide All Hats for some reason is incompatable and makes the game unable to find the head texture for Biotech Expansion faces
soehner18 20 Jun @ 8:35pm 
Having a weird bug with Tailbinders where the Fluffy Fox Head gene is just making the head disappear
Lennoxicon  [author] 20 Jun @ 3:13am 
1.6 - Removed copy localed assemblies
Jack Salem 12 Jun @ 4:38pm 
I am observing the situation. If a pawn with an aurum requirement is a ghoul, then it cannot consume aurum fuel. Writes unsuitable food.
Jack Salem 12 Jun @ 11:05am 
I just want to say that I'm glad that you and your mods are here. I hope you're developing this idea with aurum.
Lennoxicon  [author] 11 Jun @ 11:38pm 
1.6 Hotfix - Fixed bug with eating resource fuel.
Lennoxicon  [author] 11 Jun @ 4:47pm 
1.6 Update
Sorry for basically falling off the map, been pursuing my own game dev projects so most of my mods are on maintenance mode for now.
Marcellinio99 19 Mar @ 2:02pm 
So I am having trubel with my colonists/Animals using reverece motes as food. I have disabel them as a meal but they still somtise go mising in big cunks with is how i know that it was not my tailbinder consuming them.
Des92 16 Mar @ 3:14pm 
Yep, tailbinder thing is happening to me, too. Any way I can diagnose/log it to help figure out what's causing it?
Folid 21 Dec, 2024 @ 2:40pm 
also having the issue of my tailbinder just standing over a mote until i manually order him to take it
Sphinxthegamecrasher! 21 Nov, 2024 @ 9:09am 
For some reason my Glintscale pawn wont eat any gold or silver, even when its not reserved, all drugs are allowed and I cant even make him consume it manually. Help?
TheTrueJohnMadden 25 Oct, 2024 @ 2:00pm 
Quote the wiki: "Hemogenic genes, chemical dependencies, *ability-granting genes,* and violence disabled will become inactive." Ghouls can't use abilities.
agusmf11 16 Oct, 2024 @ 1:41pm 
BUG: The Ghoul can't use genetic habilities
Daenim 11 Oct, 2024 @ 2:06pm 
Nevermind my question - just found answer after some messing with mod
If anyone has the same question - use "human jaw" gene, it overrides head "slot"
Daenim 10 Oct, 2024 @ 11:50am 
First thing: big thanks for a cool mod! I love "mystical and magical" stuff that is actually sci-fi behind the scene :)

Second:
Is there any option for default human head?
Heads from recent update do look better than separate noses, but I can no longer block animalistic head/nose genes with "human nose" from biotech
Is there any "ordinary human head" gene in this mod? or any other mod?
Gamerhell 20 Sep, 2024 @ 10:22pm 
P.S, having them carry a small supply of motes on them at all times does seem to alleviate it a bit.
Gamerhell 20 Sep, 2024 @ 10:21pm 
Anyone else getting the revered mote bug where the Tailbinder just stands on top of the motes until their reverence finally drops low enough to consume. My poor bastard has starved and collapsed from exhaustion multiple times to this bug. Log posted in Errors.
Backrevol 15 Sep, 2024 @ 10:01pm 
@Ch11lGh0st #TransRights
A bit late but,try reduse maximun allowed reverence (to 60%?) where paw start automaticaly consume motes, or set it to zero (will not auto consume by himself) that helped me.
Ch11lGh0st #TransRights 12 Sep, 2024 @ 4:21pm 
having an issue where my tailbinder will stand ontop of a mote until i make them consume it myself, i see others also having this issue, any fix?
Dogey90 14 Jul, 2024 @ 5:57pm 
new chairs just dropped!!
Claervo 25 Jun, 2024 @ 4:26am 
I'm having an issue with my tailbinder pawn standing on top of motes wanting to eat one, but never picking it up and doing so unless I order it to eat it. She'll stand there until she passes out from exhaustion.
Xerkus 28 Apr, 2024 @ 10:42pm 
Beware: implanting glintscale with xenogerm resets consumed aurum idols to 0 even though new genogerm has aurum thirst too!
Xerkus 27 Apr, 2024 @ 2:10pm 
Nevermind. There was a null reference error with the combination of genes that somehow led to torso enhancements getting reset. Removed problematic gene from xenogerm and it installed while properly adding scales to torso instead of overwriting.
WabbaCat 18 Apr, 2024 @ 4:56am 
are animals eating revered motes to?
Or piggin out mental break doing it?
WabbaCat 17 Apr, 2024 @ 1:54pm 
why do my revered motes keep disappearing? I'd get like 50 or so stored up and then the next time I look suddenly im down to 4 or so.
Lennoxicon  [author] 16 Apr, 2024 @ 12:06am 
1.5 Stable
- Aurum/Revered fuel preferability changed slightly
- Multifox tail art errors fixed
- Minor change to aurum/revered fuel ingest job
Xerkus 15 Apr, 2024 @ 11:12pm 
trained animal entered stockpile and ate aurum fuel too despite meat and meals present a bit further from its location. Nutrition stat thing must be reworked.
Xerkus 15 Apr, 2024 @ 12:23pm 
Yep, glintscale consumed 5 aurum fuel in just several days while it was at 95 when I was writing previous comment and should not have even reached 80 threshold.

Even worse - I have set consume aurum material off for this pawn. Is it supposed to be disallowed in food restrictions?
Xerkus 15 Apr, 2024 @ 11:55am 
Something is not right.

With a single glintscale in my colony and autocrafting set to keep 5-10 aurum fuel available I went through at least 30k silver in under 2 years. In fact, it was all silver I ever had and I left with only 9 currently. There is only 2 aurum fuel on my map right now including inventories so it is not overproduction.

At 2 aurum/day only 1200 silver should have been consumed. Consume aurum slider is set to 80 so there should not be such outrageous over-consumption from trying to top up 1%.

With CE outfits I have 2 aurum fuel to be carried around in the inventory. Since it has miniscule nutrition stat could it be consumed as food because it is already in the inventory and they would need to travel for a meal?
Lennoxicon  [author] 10 Apr, 2024 @ 4:15pm 
1.5 Unstable
- Tailbinder powers have their ranges buffed, can now affect mechanoids.
- Tailbinders may now appear in mythic house of fire raids.
- All xenotypes are now inheritable.
Xerkus 6 Apr, 2024 @ 1:06am 
This does not look right: xenotypes are defined with xenogenes instead of germline genes. Offspring would be effectively baseliners.
Lennoxicon  [author] 25 Mar, 2024 @ 7:04am 
1.5 Unstable Update - Please make sure Core 1.5 is updated.
- Tailbinder's blessings and curses now have a unique graphical effect attached to each of them. Try them out when you get the chance!
Lennoxicon  [author] 22 Mar, 2024 @ 11:56pm 
1.5 Unstable Update - Please make sure Core 1.5 is updated.
- Aurum Thirst flare now has three variations. Based on vanilla code, what variation a pawn gets is based on their pawn ID and the gene ID, that is to say that variation will stick with them forever (until they're deleted from the game).
- Flares now lightly hover! See the new gif for a demonstration.
Lennoxicon  [author] 21 Mar, 2024 @ 5:46pm 
1.5 Unstable CORE Update - IMPORTANT
- In 1.5, following performance concerns regarding the milking and shearing genes, the functionality of these and any derived genes will be different in 1.5 from 1.4. As a result there are substantial changes in Biotech Expansion - Core that may affect current 1.5 runs.
- Milking and shearing genes are no longer dependent on Thingcomps or any jobs. Instead the functionality of each gene is now self contained but are now automatic. Haytankards will now drop milk automatically everyday and cloudpuffs will now deposit wool as soon as they grow to full, and so on and so forth.
- Thingcomps are no longer patched into pawns.
- No more jobs regarding pawn milking/shearing.
- Naturally this also means these genes are more easily compatible, but some people may miss milking pawns by hand.

This has little to do with Mythic, but as it's the framework for this mod weird things may still occur.
Lennoxicon  [author] 21 Mar, 2024 @ 1:46am 
1.5 Unstable Update
- Adds Golden Flare and Prismatic Flare under the Ashfeather category.
- Flares are genes that only express themselves during combat. Similar to how Aurum and Revered pawns create their own flares. This is, again, experimental and may be subject to change before Stable.
Smaug 20 Mar, 2024 @ 4:47am 
cool stuff
Lennoxicon  [author] 19 Mar, 2024 @ 8:43pm 
1.5 Unstable Update
- This update experiments with something new to the 1.5 rendering system, make sure BTE Core is updated if you're on 1.5!
- Aurum users (including glintscales and ashfeathers) now manifest a halo of fire while in combat or drafted!
- Revered pawns (including Tailbinders) now manifest a set of revered flames around them while in combat or drafted!
- Check out the preview images for a look.
Auster 19 Mar, 2024 @ 6:54pm 
Ok, thanks.
Lennoxicon  [author] 19 Mar, 2024 @ 6:54pm 
All the changes I'm doing right now is in the 1.5 branch.
Auster 19 Mar, 2024 @ 6:50pm 
For the Phoenix Head it was only enabled for the 1.5 branch not for 1.4. Unless that was intentional?
Lennoxicon  [author] 19 Mar, 2024 @ 5:13pm 
1.5 Unstable Update
- Ashfeathers now have a phoenix head gene and are now beardless by default. Previous nose gene remains for people who still want it.
- Tailbinders now come in snow white color as well as sandy color.
Lennoxicon  [author] 18 Mar, 2024 @ 11:07pm 
Old snout genes still exist for the floating nose enjoyers.
Lennoxicon  [author] 18 Mar, 2024 @ 11:06pm 
1.5 Unstable Update - SNOUTS 2.0
- Glintscales now have a draconic head gene, which replaces their old draconic snout gene.
- Tailbinders now have a fluffy fox head gene, which replaces their old lupine snout gene. Ears not included. They also now use BTE Core's Beardless Furskin gene.
- Ashfeathers also use Beardless Furskin. Head gene mod pending.
Make sure BTE Core is updated if you're on 1.5!
Lennoxicon  [author] 13 Mar, 2024 @ 9:42pm 
1.5 Unstable Update
Ixcatl 26 Feb, 2024 @ 10:29am 
jsyk glintscales were the main reason i came back to the game and started on a 400+ strong modpack again. mod's good cheers LOL
Rolhn 16 Feb, 2024 @ 10:44am 
Sees the head of a unicorn in on the page, sees no unicorn mythic race to play with, disappointed.
Jack Salem 4 Jan, 2024 @ 12:09am 
Hey, I'm just glad you're here. Your mods are a great set of interesting genes. especially this topic with aurum.
Lennoxicon  [author] 3 Jan, 2024 @ 11:37pm 
Minor Update:
- Combat extended did their own patch for gene related weapons and powers. The patches on my side were removed.

Sorry for basically falling off the face of the earth. Due to recent life circumstances like my job and my own game development/art projects, game modding has fallen on the wayside for the time being. I'll update the mods if Rimworld decides to get another expansion, but beyond that who knows.