RimWorld

RimWorld

Packmule Gene
30 Comments
Ygdrad  [author] 11 Jul @ 7:42am 
Updated for 1.6, now to wait for Community Framework to be updated.
Molay 16 May, 2024 @ 1:18pm 
Ah, I did not consider how impactful a lowered carry weight would be! There's always the more "boring" option of having a "baseline carryweight gene" to nullify it's effect instead. There's also other mods that might enable a lower carry weight gene to function, like the torse implants from EPOE forked, which add carry weight, so it could be a bit of a "if I went down the artificial enhancement path, I can take the metabolic efficiency in the genes" sort of thing. Since the malus is so impactful, perhaps a -10kg for +1 metabolism would be sufficient to enable that mechanic of gene muting without totally disabling a pawn? Just thinking out loud here, you clearly put a lot more thought than me into it!
Ygdrad  [author] 16 May, 2024 @ 12:25pm 
@Neville I didn't do that because of how crippling I thought it may be. Depending on the character and their gear this could be a minor issue or completely disabling. A character's gear and inventory are calculated in their carry capacity and takes up a fair bit of it. If a character has heavy gear they may not be able to carry anything and be unable to haul items for tasks and since manipulation affects carry weight you could easily get to a point where characters can't even be geared out. This is also why these traits can be pretty powerful, a 33% boost results in much more than 33% increase to free weight since a lot of it is taken up by gear and other stuff like meals they carry.

I could probably do it but even a -25kg weight perk would be hard to balance around a complexity/metabolism value because of how much of an effect it can have. Especially now that hauling AI was improved to grab things along the way, having very little spare weight could slow things down a lot.
Molay 16 May, 2024 @ 11:07am 
Hello, I really like this mod, but I would like to suggest that having at least one negative version of the pack gene would be highly beneficial. Example: Meek, -25 carry weight, 1 complexity, +1 metabolism.

The main reason is, that one essential feature of biotech is being able to "overwrite" gene expression by using the a negative (i.e. psychically dull would overwrite psychically sensitive, thus freeing up metabolism points). This also comes into play when creating custom xenogerms, where the metabolism cost might get out of whack due to having say packyderm in the same pack with something else you want, then adding the "Meek" gene could turn that into a net +4 metabolism for that xenogerm for example.

It's just one of the fun parts to fiddle with, being able to mute certain genes and I think the mod would be better if that was included (obviously -25 carry weight is not desirable, but it would be a valuable option and make for interesting choices).

Cheers!
Ygdrad  [author] 6 Apr, 2024 @ 9:47am 
Updated for 1.5
Dare Arkin 29 Dec, 2023 @ 5:44pm 
So I too have the "It's doing nothing" bug- I'm going to try and rearrange my mods and see what's up.
Ygdrad  [author] 25 Apr, 2023 @ 11:11pm 
@Bardez Good to know.
Bardez 25 Apr, 2023 @ 9:33pm 
Looks like one of my Wretches (Alpha Genes) just mutated packyderm (+75) as well, so I guess I asked too early
Bardez 25 Apr, 2023 @ 9:15pm 
I jumped the whole planet going from high-tech settlement to high-tech settlement and in fact found one for trade! So they do appear in-game, it just takes a lot of RNG
Ygdrad  [author] 25 Apr, 2023 @ 11:08am 
@Bardez That's a good question. I'm not sure how genes show up in game. I think for a gene to show up on a NPC character it would have to be part of that geneotype. As for the gene showing up as something you can buy from merchants, unsure if this would show up either. I don't have a good enough knowledge of how things work on that front.
Bardez 25 Apr, 2023 @ 7:59am 
Do these spawn in-game or is it just for custom geneotypes?
Ygdrad  [author] 6 Dec, 2022 @ 7:09am 
@Игрок I've tried to keep things somewhat balanced. The issue is carry weight has a huge impact on hauling mods. If you really must have a higher limit, the mod files can be edited with any text editor and you can tweak the values or add new ones as needed. It's relatively simple.
iErr0r32 30 Nov, 2022 @ 12:00am 
can you add more expensive genes but with more weight? 200% 300% or more?
Ygdrad  [author] 13 Nov, 2022 @ 10:32am 
@Nevelian Not far from the top of the stats list in the pawn info screen you should see two entries, "additional caravan capacity" and " carrying capacity". When selecting them to see info on the right you should have a "relevant genes" entry showing the effect of genes. Unless you are using a mod which reworks carrying weight/caravan capacity calculation method it should be fairly conflict-proof.
Nevelian ⭐ 13 Nov, 2022 @ 10:09am 
everything is installed , I checked with other similar mods they work , okay , probably a conflict somewhere
Ygdrad  [author] 13 Nov, 2022 @ 8:20am 
@nevelian it should be working, I tested it. Do you have the prerequisites installed? Needs community Framework and Harmony.
Nevelian ⭐ 13 Nov, 2022 @ 6:16am 
is the mod really working ? it doesn't add to my pawn's carrying capacity
ThatCozyBear 8 Nov, 2022 @ 6:56am 
wassup! great mod thnk you!
Ygdrad  [author] 7 Nov, 2022 @ 7:53pm 
Updated mod to not have build-in backgrounds for the gene icons so they wont overlap with the game's.
Ygdrad  [author] 6 Nov, 2022 @ 9:49pm 
@Andy oh? Didn't know that. Makes sense given the modularity of graphics. I kept the project files for the icons so should be a real easy fix when I get a moment.
Andy 6 Nov, 2022 @ 3:59am 
You didn't need to put a xenogen icon in the background, the game will do it itself, because of this, when choosing inheritance, your genes overlap the existing icon
Ygdrad  [author] 5 Nov, 2022 @ 7:26pm 
Just realized that changing the mod to 3 genes may have caused issues to existing saves with the previous version. If this caused any issues, I'm sorry. Will make sure to be more careful if I end up making more changes to the mod. As it stands I think it does all it needs to do unless someone can think of anything else.
Ygdrad  [author] 5 Nov, 2022 @ 6:53pm 
Updated to have 3 options.
Ygdrad  [author] 5 Nov, 2022 @ 5:35pm 
Might just have 3 versions, 25, 50, and 75 at -1, -2, and -3 metabolism. 75 is basically as high as I'd push this for balance reasons as when combined with some other mods that improve hauling it can get pretty crazy.
N/A 5 Nov, 2022 @ 5:26pm 
fair. on the assumption that the number is exposed in xml, i think i'll turn it down some for my use.
Ygdrad  [author] 5 Nov, 2022 @ 5:14pm 
@BlackFranky That would be feasible. I limited this to +75 for balance reasons though. If you're looking for imbalanced options for weight there's some mods that do affect it. In practice +75 amounts to much more than doubling what a pawn can carry since a good chunk of their carry weight is often already taken up by their equipment, so in some cases you're basically tripling available capacity.
Ygdrad  [author] 5 Nov, 2022 @ 5:11pm 
@N/A It's a flat +75 before modifiers. If you have a mod that adds a multiplier it might work with it. I figured out pretty quick that caravan capacity is a bit of a pain :P
N/A 5 Nov, 2022 @ 5:07pm 
is this a flat number of a multiplier? my understanding is that caravan capacity in general is kind of hard to manipulate, but i think a multiplier would work better with mods like carry capacity fixed that already change pawn carry capacity in both caravans and on map. regardless, this is a cool addition to the gene system.
BlackFranky 5 Nov, 2022 @ 5:04pm 
Could you make more flavours? Like +50%, +100%, +150%, +200% of standard capacity. The best would be making them exclusive to each other for diverse gene inheritance.
Holgast 5 Nov, 2022 @ 4:38pm 
nice!