RimWorld

RimWorld

Vanilla Genes Rebalanced
69 Comments
RedMattis  [author] 6 Aug @ 1:43pm 
@Hatsu
Naked speed does have positive metabolism actually.

Also, using it with for example mod-genes that prevent wearing armor (such as the ones I've made), and then stacking up on stoneskin glands and armor genes is a pretty powerful tactic for a fast if somewhat fragile blitzer.

@coochieparade
It is safe to add to existing saves.

And yes, it is updated to 1.6. I've just been lazy about updating my images to some of my mods.
coochieparade 6 Aug @ 12:35pm 
couple quick questions, can this be added to an old save, I assume yes but it won't change the genes just change new ones maybe? or will it retroactively change them? also I assume this works on 1.6 even though the banner hasn't changed? thanks! I love big and small and I did not notice it recommended this at first
Hatsu 4 Aug @ 9:25am 
I'll be real, the only time I'd ever consider actually using naked speed would be if there was little downside tied to the gene effect itself, as being slowed down in armour, not the actual effect of being faster without, is what kills the gene for me. You could give it positive metabolism and I still wouldn't stick it on a pawn.
Shizu 4 Aug @ 1:27am 
Appears it's actually a 4-way interaction between "Expanded Biotech Style Genes - All in One", "More Biotech Style Genes - All in One", "Expanded Archite Genes" and "Vanilla Genes Rebalanced". Removing any one of these mods fixes the override issue but if all 4 are present Strong Stomach overrides Perfect Immunity.

I don't think this is actually an issue that needs fixing on anyone's end, probably just need to use fewer mods.
Shizu 3 Aug @ 11:07pm 
@RedMattis
I've gone through splitting my modlist and found that it was "Expanded Archite Genes" that was actually replacing the vanilla Perfect Immunity with it's own functionally identical one apart from not respecting the overrides.

Sorry for mis-attributing the error. Love your mods
RedMattis  [author] 29 Jul @ 12:28pm 
@Shizu
That sounds strange. The Perfect Immunity gene should always sort before Strong Stomach.

Does this happen with just this mod? If so I'll have to change it.
Shizu 29 Jul @ 5:11am 
Perfect Immunity is currently overridden by Strong Stomach when it should probably be the other way around. This actually affects many of the xenotypes added by your other mods, the Gorgon for example.
RedMattis  [author] 12 Jul @ 7:11am 
@Blueo
It does look like I specifically made those two resistance version-genes free.

Probably I figured the complexity (and actually finding the gene) was sufficient cost at the time. Especially since the immunity version of those is `-1`, and a colony with access to both genes would probably want to go for immunity anyway unless metabolism was real tight.
Blueo 12 Jul @ 6:50am 
alcohol and smoke leaf addiction resistant have no metabolism cost, compared to other resistant genes that cost -1, is this intentional?
Xeonzs 9 Mar @ 12:50pm 
Changes in the description make sense to me, subbed.
zecond 23 Dec, 2024 @ 4:30pm 
Can you make it so Super Immune archotech gene overrides Strong Stomach? Thank you in advance.
RynnEver 22 Dec, 2024 @ 10:55pm 
Has anyone else noticed that Sleepy is still showing as the default +40% instead of +30%? Great mod overall, these balance changes make a lot of sense to me.
RedMattis  [author] 15 Oct, 2024 @ 11:16am 
@Justacommonegg
Either an oversight or a 1.5 change. I'll have it fixed.
Justacommonegg 15 Oct, 2024 @ 4:12am 
Psychite, go juice and wake up impervious are -2, but alcohol and smokeleaf are -3, why?
Arcturus 23 Sep, 2024 @ 6:25pm 
@NuanKi you rock thank you!!
Arcturus 7 Aug, 2024 @ 5:33pm 
any shot we get a compatibility patch with VRE lycanthrope's "extremely fast runner" gene?
The Bard of Hearts 8 May, 2024 @ 9:12am 
@Kaschey agreed
Kaschey 8 May, 2024 @ 8:00am 
@Justacommonegg This gene is literally meant to be a punishment for inbreeding. And when it comes to it appearing in traders' goods - just an overlooked detail.
Justacommonegg 8 May, 2024 @ 6:48am 
First off, thank you I love this mod, second please buff inbred from -2 metabolism to 2 or 3, a gene that cripples your pawns so much should not cost metabolism and makes it useless as a xenogene traders can sell
dragonkin877 12 Apr, 2024 @ 4:23pm 
update please?
RedMattis  [author] 7 Apr, 2024 @ 1:17am 
Edit: makes Highmates lightly _less_ "meh". I realized I lost a word in that comment. :)
RedMattis  [author] 27 Mar, 2024 @ 3:46am 
@Flesh Forge
Fixed. Turns out Food Poisoning needed a special gene tag to be negated. :)

@Tirith Amar
Done.

It gives +5 now. Technically you can combine it with those genes though, iirc. That said I think letting people make very capable non-violent pawns is quite fair if they've managed to collect all those genes, so buffing it seems fine. Also makes Highmates slightly "meh" as a bonus.
Flesh Forge 23 Mar, 2024 @ 3:48am 
Still getting food poisoning with Perfect Immunity
https://i.imgur.com/Z0AlLjw.jpg
Tirith Amar 4 Dec, 2023 @ 1:27pm 
Can you buff the incapable of violence gene, currently in vanilla it gives less metabolic efficiency then awful melee, awful ranged and shortsighted.
Nishe 13 Nov, 2023 @ 10:39am 
Don’t know what else to tell you, I see it often.
Kaschey 13 Nov, 2023 @ 10:31am 
@AuntyDonna, I'm aware they can set themselves on fire but chance of it is so low it just never happens in my games - and I had some massive impid raids occasionally.
Nishe 13 Nov, 2023 @ 10:13am 
And yes they do set themselves on fire all the time, it’s a known thing, I don’t know how you could’ve not seen it. They’re fire resistant, not fire immune. There’s a mod on the workshop that literally exists solely to change their fire resistant gene to fire immune to fix the issue of impids lighting their comrades on fire.
Nishe 13 Nov, 2023 @ 10:11am 
On top of all that, they’re depressive, which means if they’re in pain and sick, they’re highly likely to go on a mental break which sabotages their weak immune system’s ability to overcome infections and heal wounds even further. Their various traits just don’t synergise well with each other and they’re not really an upgrade over a baseliner in any way. If all other skills and traits are equal, I’d take a baseliner over an impid every time, making them a poorly balanced xenotype.
Nishe 13 Nov, 2023 @ 10:10am 
The purpose of my comment wasn’t to complain, it was to congratulate the author on a job well done in fixing several issues the vanilla game has in balance.

Anyway I wasn’t critiquing the tribal balance specifically, I was critiquing the extremely poor implementation of impids; being a supposedly long range-focused race that not only doesn’t have access to any good long ranged weapons due to being tribal, but is paradoxically forced to move extremely close to use its signature ability *and* has terrible melee damage, slow wound healing and bad immunity, which makes it unwise to follow up that signature ability, which forces you to come to almost melee range, with any melee attacks.
Kaschey 13 Nov, 2023 @ 9:49am 
Well, it's weird to complain about the tribal balance when you play with a mod that completely reshuffles the balance of the game. Also, what do you mean by impids setting themselves on fire? They're almost inflammable until you have some other mods that change how flammability works.
Nishe 13 Nov, 2023 @ 7:38am 
There's just not much reason for me to take an all round weak and depressive pawn for the off chance at using a very short ranged fire attack. This balance will change with this mod though.
Nishe 13 Nov, 2023 @ 7:35am 
That's fair re: the fire attack, but the AI just doesn't utilise it properly at all. For one, the only impid faction are tribals, so they don't have any particularly threatening ranged weapons to begin with. Secondly, they mostly tend to just rush into close quarters and light half their force on fire then flee in panic.

Also, and this plays into the point about impids too, which is that I tend to play with CE a lot of the time, in which animals as combatants are close to useless, tribal attacks on an industrial or higher colony are equally completely ineffectual, and trying to get close enough to use short ranged attacks (against industrial+ factions) is often tantamount to suicide unless there's heavy cover/line of sight breaking objects, or your pawn is armoured enough to be considered a walking tank.

I also play with CAI5000 to improve the AI, in which enemy pawns, especially ranged ones, often tend to retreat when you try to charge at them, making closing the gap even harder.
Kaschey 13 Nov, 2023 @ 7:09am 
@AuuntyDonna. The balance isn't perfect, yes. However, you're underestimating them. In order to use them to their full potential you need to be more open-minded and not see them as baseliners 2.0

For example, the fire attack of impids isn't meant for their ideal range fight - it's an "emergency button" against enemies who got too close. It's amazing for making melee enemies flee while you're shooting at them.
And you're severely underestimating the animal skill - farms with a good yttakin can feed the entire colony and make you rich, and the battle animals are a force to be reckoned with - especially, considering the fact that you can use their special ability to turn any wild animal into your ally who'll tank damage and distract your enemies, maybe even soaking a couple of rockets in the process.
Nishe 13 Nov, 2023 @ 7:06am 
I legitimately almost never use yttakins or impids because of the crappy vanilla balance. There's just very rarely a situation where they're more useful than a baseliner or any other xenotype.

Like... the animals skill is borderline useless except for roleplay and maybe in early game ice sheet colonies to get some wool.

Impids are "fast" (kinda) but suck at melee, are depressive for no reason, and have a very short ranged flame attack (despite long range being their supposed specialty) that ends up doing more damage to their own people than it does to your colony. Stupid.

Even hussars are better from the mid-game onwards when you can sustain their go-juice need, if you can keep them happy enough to stop them constantly murdering your colony.

Anyway, this fixes a lot of the problems in those regards, good work.
I'm blind as ♥♥♥♥ 5 Nov, 2023 @ 7:04pm 
How did i miss this mod until now, now i feel like most vanilla xenos are worth a look (Rather than deciding if the impid should die now or later to some infection).
The Bard of Hearts 28 Oct, 2023 @ 1:38pm 
agreed
Kaschey 28 Oct, 2023 @ 6:41am 
Thanks a lot for the fix. Vanilla sleepy genes are so crippling.
Super-edition 28 Oct, 2023 @ 3:08am 
Hey red, thanks for the quick response. it works! sleepfall rate for sleepy is now 130 and very sleepy is 150. both in game and in-menu gene editor.

One other thing i noticed is that smokeleaf and alcohol immune are a -3 instead of -2. this could be something on my end (run a lot of mods) but still. maybe something overlooked?

Again, thanks for the fast response and fix. preciate it and have a wonderful day.
RedMattis  [author] 28 Oct, 2023 @ 12:45am 
@Super-edition, Kaschey
Might have been that I failed to push that update to the workshop, because resubmitting it registered as a change.

It should work now.
Super-edition 27 Oct, 2023 @ 3:08pm 
Hey man. loving all your mods so far. these rebalances are also really nice. a question. i've got a phytokin in my colony (which has the very sleepy trait) which still says its a 180% sleepfal rate. it seems the gene hasn't been changed?
Kaschey 24 Oct, 2023 @ 6:38pm 
Hmm, I think the sleepy gene might not be working or not be displayed correctly - it still shows "140%" instead of the supposed "130%".
Alexander The Great 11 Jul, 2023 @ 4:29am 
i love u
The Bard of Hearts 1 Jul, 2023 @ 4:28pm 
What are the chances of you making that other mod I was talking about. Anything I can do to help my chances? :partyboo:
RedMattis  [author] 19 Jun, 2023 @ 12:09pm 
@SAUCE__GODD

Yes, the vampire mod assumes that you're using this mod in terms of balance.
SAUCE__GODD 19 Jun, 2023 @ 12:01pm 
Are these congruent with the genes in the vampire mod? Like for example the gene that makes you move faster in darkness
The Bard of Hearts 18 Jun, 2023 @ 11:54am 
awesome! :steamthumbsup:
RedMattis  [author] 18 Jun, 2023 @ 1:19am 
@The Bard of Hearts
Yeah, it makes sense. I'll consider making a small nerf-mod for stuff like the skills at a later date. :)
The Bard of Hearts 17 Jun, 2023 @ 4:33pm 
@Redmattis
Yeah, I get ya. And I agree that it would serve better if it was in a different mod altogether. Still, If you ever have it in you to make a seperate mod with that function alone, it would be amazing. I've been looking for a nerf to those skill genes since day one. I'd like the ability to at least consider using someone with a slight penalty to a skill rather than always write the character off for it.
RedMattis  [author] 17 Jun, 2023 @ 1:08am 
@The Bard of Hearts
While I agree the skill genes are fairly overpowered, that type of changes has a bit too dramatic of an effect for this mod.

Overall this mod leans heavily on the safe side of things when it comes to balance. While there are a few slight nerfs here and there, I think most subscribers to the mod are here for the buffs to genes which are weak or outright terrible in vanilla. :)