RimWorld

RimWorld

EBSG - Mechanitor Genes
34 Comments
Alite  [author] 6 Jul @ 5:24am 
In theory, yes. I've seen mods that have extended the command range of mechanitors before, so it's entirely doable. I opted not to do it in this case because there isn't a vanilla stat for it, and that was one of those things I didn't really want to mess with.
Maya 6 Jul @ 4:21am 
Would a set of genes to influence command range be possible?
Raith 5 Jul @ 4:24pm 
that's fair, and I'll take time to check out the new update
Alite  [author] 5 Jul @ 4:15pm 
Counter would have been a more accurate word than rebalance. Anyway, the update has been uploaded.
Alite  [author] 5 Jul @ 4:11pm 
I'll drop the debuffs on work speed, move speed, and learning speed. Checking the values I have listed, I'd love to say I was focused on using other sources to rebalance those, but to be honest I think I might have forgotten to readjust them after playing with the genes
Raith 5 Jul @ 2:44pm 
if it was simply work speed that got affected I wouldn't worry all that much, but learning speed also takes a major hit as well. sure the mechs could effectively take care of that too, but what about the off chance that all your mechs happen to kick the bucket due to some freak unlucky accidents or raids? now you got a colonist who, if their skills are quite low, can barely do anything by themselves, and worse case scenario might die due to not being able to work fast enough. Don't get me wrong, I like the idea you got going on, but I wonder if there's a better way to make it work?
Alite  [author] 5 Jul @ 1:05pm 
Because the metabolic efficiency doesn't really balance out the buffs by itself well enough to counter the fact that you can have dozens of mechs attached to the same mechanitor. Instead of making the buffs pathetically small I decided to take Ludeon's idea from the mechanoid labor enhanced precept and gave some easily debuffs that can usually be countered by just making more mechs.
Raith 5 Jul @ 12:17pm 
question; why are the really pricey genes for the mechanitor also come with a debuff to certain aspects of the character? feels like the high metabolic efficiency would more than be enough of a debuff for something that powerful, or if the debuff is really needed, then why not lower the metabolic cost to something more reasonable to make up for it?
Alite  [author] 3 Jul @ 5:03am 
Looks like some of my patches aren't working quite as expected anymore. I'll try to have a fix out as soon as I can
Ckomi 3 Jul @ 12:48am 
i get several red errors when i use this mod with alpha genes,
happens with the carry capacity gene mod aswell
Vireosa 29 Mar @ 9:08pm 
Omg thank you so much!
Alite  [author] 28 Mar @ 7:50am 
Added a setting to disable the innate shielder and repairer prerequisites for the related genes. If the setting doesn't appear in the mod options, you'll need to force Steam to redownload the EBSG Framework. If you see the setting but the prerequisite is still there after restarting game, force this mod to redownload
Vireosa 27 Mar @ 7:22pm 
Would it be possible to add a setting for (or make the existing setting also affect) the remote shielder and remote repairer? Because I would love to be crazy op ONCE I eventually get the implants, but I don't want them for free right at the start. Pretty please <3 would be highly appreciated. Love this mod otherwise
Alite  [author] 21 Jan @ 5:05pm 
A setting has been added to disable the mechlink prerequisite on other genes. If the setting does not appear or an error pops up about the setting not existing, force steam to redownload the EBSG Framework.
Alite  [author] 21 Dec, 2024 @ 3:16pm 
I heard a similar issue previously that was caused by one of the EBSG Framework updates. Try forcing steam to get a new version of that to see if that fixes the issue for you.
Darthvadertm294 21 Dec, 2024 @ 3:03pm 
For some reason When I add the mechanitor genes to a new xenotype I am unable to save it, I thought it was just in conflict with other mods but by proccess of elimination I singled it out to this mod. and when I close the xenotype editor the Character creator becomes completely blank. anything you could suggest on my end. I was really looking forward to using this mod as it is a really fun mod for mechanitor playthroughs.
Alite  [author] 15 Mar, 2024 @ 1:10pm 
Starting in 1.5 this will require the EBSG Framework. I'm doing it that way to make it a bit easier to update in the future, and because this was the only EBSG mod that would have needed VEF if I didn't make the change, and I didn't like that inconsistency.

This change shouldn't affect the 1.4 version of genes, and the 1.4 version of the mod still requires the vanilla expanded framework, while the 1.5 version instead requires the EBSG Framework.
Alite  [author] 14 Oct, 2023 @ 6:24pm 
I've made a fix for the work speeds. If you still have the issue, try making steam redownload the mod.
Alite  [author] 14 Oct, 2023 @ 6:07pm 
That's because I accidentally made that a multiplier when the work speeds are supposed to add(due to how Rimworld handles the work speed). I'll try to have a fix out soon.
Aira 14 Oct, 2023 @ 6:00pm 
No as in, work speed gen work, when I check the info of my mech they are still at 50% work speed which is kinda weird
Alite  [author] 14 Oct, 2023 @ 10:31am 
Mech gestation? If you have two mechanitors, only one with a speed alteration, then they should have different times on the machine when starting the same mech. The genes use the same system as the mech gestation processor, so you can also create more comparisons that way.
Aira 14 Oct, 2023 @ 9:18am 
How to test whether the speed gen work?
Alite  [author] 12 Oct, 2023 @ 3:32pm 
It was for balance. On top of people already being able to select genes that they have no interest in using for free metabolic efficiency, the multiplying effect means that in the late game you can boost the mechanitor's abilities considerably.

Most of the debuffs are to counter the specific buffs the gene provides. For example, mech control increases the number of workers in the colony, gestation speed makes it easier to create higher tiered mechs quickly, and the remote genes increase the ability range more the higher the ability implant's level.
Dr Jimothy 12 Oct, 2023 @ 1:35pm 
I'm a little confused as to the reason to include debuffs when you can already smack someone around for metabollic efficiency, which forces a player to choose debuffs of their own, but then again if your focus is balance it makes sense since players can just deliberately pick genes that give metabolic efficiency but don't have relevant effects for the run.
Alite  [author] 12 Oct, 2023 @ 5:09am 
@Vavilon The genes should have the correct name now.

@Alra It doesn't look like anything in VRE Androids could be expanded on in this mod. At some point in the future I am planning on making a mod that expands on the gene ranges in various mods, so once I'm working on that I'll take a look at adding some genes for andoids.
Aira 12 Oct, 2023 @ 4:48am 
thanks! and its ok take your time :D, its kinda sad that vre:android alr out and theres little mod that have addition to it
Alite  [author] 12 Oct, 2023 @ 4:46am 
@Alra I'll take a look at VRE Android. I don't recall seeing anything in there that could be expanded upon, but I also didn't have much time to look when I did check.
Alite  [author] 12 Oct, 2023 @ 4:45am 
Not sure how I missed that. I'll try to have a fix for that out soon. Thank you for letting me know!
Vavilon 12 Oct, 2023 @ 1:01am 
Is it ok that in the screenshot, most of the very weak and weak genes are named as mech control ?
Aira 11 Oct, 2023 @ 8:11pm 
Omg, the auto correct vanilla rave expanded to breakfast lmao, sorry
Alite  [author] 11 Oct, 2023 @ 6:21pm 
I'm not familiar with the mod. Can you leave a link here so I can take a look at it when I'm done with work tomorrow?
Aira 11 Oct, 2023 @ 5:45pm 
Does ebsg series also have some subroutine for breakfast:Android?
Aira 11 Oct, 2023 @ 5:38pm 
Noice!