RimWorld

RimWorld

Biotech Expansion - Core
134 Comments
Telumi Wryvele 12 Jun @ 3:45am 
Thank you for still updating your mods despite being busy!
Lennoxicon  [author] 11 Jun @ 4:42pm 
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.
CAPT Juggernaut 29 May @ 5:10pm 
I found a bug with the Beardless furskin when you use it, it does not remove any naked mood penalties or uncovered body part like the Biotech Furskin.
Chaosstripe 24 Apr @ 1:05pm 
Hello, is this still being worked on and maintained?
Blingo Bopkus 26 Dec, 2024 @ 1:49pm 
@Melon go to the allowed food types and manually create a herbivore/carnivore allowed food type. That's something you can do in vanilla. It's slightly annoying but I don't think thats something "fixable"
Melon 18 Oct, 2024 @ 6:24pm 
Friendly faction herbivores love eating meat and staying perpetually food poisoned. Anyone got any ideas to fix this?
릇ᓚᘏᗢ 26 Sep, 2024 @ 5:24am 
Is it possible to make pawns with the carnivore gene automatically eat corpses? They only eat them after becoming malnourished.
Serus 18 Aug, 2024 @ 9:57pm 
Another bug found. Peoples that are disabled on skill set keeps on getting reserved by the job they cannot do.
Serus 18 Aug, 2024 @ 4:05am 
Not sure if it is extended to different expansion, but on insentoid expansion, when you get an unnatural corpse from Anomaly DLC, the corpse revives as an ally - not an enemy, cannot target it as an attack target, nor can destroy it completely, eventually killing the rim. It still kills the rim even if I spam 5000 damage on the revived corpse and disable it.
Sketchy Land Beast 15 Aug, 2024 @ 11:16am 
Can't find "biotech" mod itself.
👁 21 Apr, 2024 @ 4:52pm 
@John Dingle Biotech is one of the DLCs not a mod. You need to pay for it from the Rimworld store page.
Prince Kenny 21 Apr, 2024 @ 3:50pm 
I cannot find the "biotech" mod itself so i can run this one any ideas?
Blanck7 13 Apr, 2024 @ 8:51am 
I'm having a issue where the mod is breaking all right click(M2) actions
Lennoxicon  [author] 11 Apr, 2024 @ 8:25pm 
How strange...
Clockwork 11 Apr, 2024 @ 8:21pm 
Found the issue, the active, unpacked version of the core module had the workgiver file as an xml. No idea why, as the packed version of the module in the 1.5 folder was txt.
Clockwork 11 Apr, 2024 @ 8:14pm 
I am going to try completely dumping the Rimworld install and getting a fresh copy, I wonder if there is something leftover from 1.4 that is the issue. Luckily have all the mods in a separate folder, courtesy of RimPY.
Clockwork 11 Apr, 2024 @ 8:07pm 
I have done so with the core version and mammalia, no dice. The mythic pack still has an xml file in that folder, but it does not reference those job types.
Lennoxicon  [author] 11 Apr, 2024 @ 7:43pm 
1.5 Stable - Deletes an obsolete file attempting to resolve an issue.
Lennoxicon  [author] 11 Apr, 2024 @ 7:36pm 
Can you try going into the mod folder, going to "1.5\Defs\WorkGivers", and delete WorkGivers dot txt? afaik rimworld shouldn't be able to read txt files unless something has truly gone awry.
Clockwork 11 Apr, 2024 @ 7:15pm 
Very strange, everything but the official DLC and your mods in the load and the issue persists.
Clockwork 11 Apr, 2024 @ 7:05pm 
I am on 1.5, and all mods currently loaded appear to be updated.
Lennoxicon  [author] 11 Apr, 2024 @ 4:36pm 
Are you on 1.5? Make sure every mod is updated because the resource generation genes got overhauled.
Clockwork 11 Apr, 2024 @ 4:34pm 
Got a bit of an odd, gamebreaking issue with this mod collection. On game initiation, 2 job types appear to not be found:

Could not find a type named BTE.WorkGiver_MilkPawn
Could not find a type named BTE.JobDriver_MilkPawn
Could not find a type named BTE.WorkGiver_ShearPawn
Could not find a type named BTE.JobDriver_ShearPawn

This results in the job AI breaking and me being unable to assign orders, as well as these two ticking errors:

Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: type

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: type

Removing this mod and all dependents resolves the issue. Not sure if it is a compatibility error. I can give full stack trace if needed.
Lennoxicon  [author] 11 Apr, 2024 @ 4:39am 
1.5 Unstable - Beardless Furskin does not affect romance chances.
Lennoxicon  [author] 8 Apr, 2024 @ 4:32pm 
1.5 Unstable Update - [BACKEND] Carnivorous gene removing the Ate Corpse thought should now be compatible with other genes that do so.
Lennoxicon  [author] 1 Apr, 2024 @ 11:50pm 
1.5 Unstable Update - [BACKEND] Small render node worker for something later.
RedMattis 31 Mar, 2024 @ 2:49am 
Looks good! I've applied a patch so pawn-scaling genes work with it. :)

Calculation is "(1 + size change × 2) × original amount".

E.g. a Cloudpuff modified with a size modifier of 2 would produce 3x the normal wool.
Lennoxicon  [author] 31 Mar, 2024 @ 12:36am 
1.5 Unstable Update - [BACKEND]
- Adds several more pawnrendernodeworkers, including OnlyUndrafted, Scalewith(Hediff)Severity, and more.
- Refactors wool/milk production genes, now uses Rimworld's hashtickintervals for interval checking, and thing spawning is now handled by CreateProduce().
- Adds support for abilities using a pawn's food/nutrition bar. What for? You'll see.
Lennoxicon  [author] 30 Mar, 2024 @ 3:38pm 
I'll look into that later.
RedMattis 30 Mar, 2024 @ 12:41pm 
I'd love to patch the production genes so they scale with small/large pawns and such, but you've got everything in the tick events, which just ends up too TPS expensive. Could you perhaps wrap the produce-spawning code in a method?
Alpack 28 Mar, 2024 @ 11:29am 
i have a pawn with carnivorous (eating plant based food grants food poison) and strong stomach (which should cancel or be disabled due to the other trait) that keeps getting food poisoned because cant control what she can eat
Lennoxicon  [author] 24 Mar, 2024 @ 8:56pm 
1.5 Unstable Update - Floating animations should now be smooth.
Lennoxicon  [author] 24 Mar, 2024 @ 8:17pm 
1.5 Unstable Update - [BACKEND] More render node worker classes.
Lennoxicon  [author] 22 Mar, 2024 @ 11:13pm 
1.5 Unstable Update - [BACKEND] Adds a new render node worker class that allows a very simple "hovering" animation for some gene sprites (or any sprites, really) while drafted.
Lennoxicon  [author] 21 Mar, 2024 @ 7:35pm 
1.5 Unstable Update
- Only colonists and prisoners tick milk/wool genes. No free milk from traders. Or raiders.
Lennoxicon  [author] 21 Mar, 2024 @ 6:46pm 
1.5 Unstable Update
- World pawns do not tick milking/shearing genes.
Lennoxicon  [author] 21 Mar, 2024 @ 5:43pm 
1.5 Unstable 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.
Lennoxicon  [author] 19 Mar, 2024 @ 8:13pm 
1.5 Unstable Update - [BACKEND] Adds a new render node worker class that allows certain gene graphics to only appear while drafted/in combat. This is an experimental feature using 1.5's new rendering system.
Lennoxicon  [author] 18 Mar, 2024 @ 7:02pm 
1.5 Unstable Update - Adds Beardless Furskin. It's like vanilla furskin but it removes beard/hair requirements and leaves the head untouched. Be on the lookout for updates to Mammalia and Mythic later.
Lennoxicon  [author] 17 Mar, 2024 @ 4:22pm 
1.5 Unstable Update - Fix for shearing/milking error.
Auld 13 Mar, 2024 @ 10:36pm 
Thank you for the update!
Lennoxicon  [author] 13 Mar, 2024 @ 9:37pm 
1.5 Unstable Update
[JdG] Pejman 29 Feb, 2024 @ 2:05pm 
Hi. Could you make the BTE_Carnivorous gene's toughtpatch 2step conditional (so if another mod adds nullifyingGenes to AteCorpse we don't get errors)

it should look like

<Operation Class="PatchOperationConditional">
<success>Always</success>
<xpath>/Defs/ThoughtDef[defName = "AteCorpse"]/nullifyingGenes</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThoughtDef[defName = "AteCorpse"]</xpath>
<value>
<nullifyingGenes>
<li>BTE_Carnivorous</li>
</nullifyingGenes>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThoughtDef[defName = "AteCorpse"]/nullifyingGenes</xpath>
<value>
<li>BTE_Carnivorous</li>
</value>
</match>
</Operation>
blitz 29 Dec, 2023 @ 6:14pm 
@ladkeysladkey if you appreciate content and are willing to learn the game, yes get biotech
ladkeysladkey 10 Dec, 2023 @ 4:28pm 
i currently already have about a month of playtime but i still think im kind of new im not really that good
ladkeysladkey 10 Dec, 2023 @ 4:28pm 
if im a new player should i get biotech?
Krazyfan1 5 Nov, 2023 @ 9:49pm 
speaking of the carnivorous gene, it says that pawns don't have a problem eating corpses, but unless i right click and tell them to do so, they starve instead?
Stark Raving Sane 3 Jul, 2023 @ 9:10am 
Ran into the issue where babies are getting food poisoning from normal baby food. I made a mod to allow crafting baby food from meat.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2998479989
Lava 30 Mar, 2023 @ 9:31am 
I think you should code it so babies have the option to eat raw foodstuff if they are either carnivores or herbivores instead of just the three regular options of insect jelly, milk and baby food.
edgore12 6 Mar, 2023 @ 2:27am 
It seems like the carnivorous gene still takes affect when they are a baby, they keep getting food poisoning because of baby food reason being that its a dangerous food type. I confirmed this by just running the base game with this mod and the baby still gets food poisoning from baby food.