RimWorld

RimWorld

Omni - Combat Evolution
60 Comments
TheCynic  [author] 30 Jul @ 11:06pm 
Maybe, ill have to see, im busy but if i find the time to i will
Fan 28 Jul @ 10:20pm 
i'm gonna be straight with you here. i don't know how any of that works, but i appreciate the thought. can you implement it into mod settings? that way it's easier for us... not too smart individuals.
TheCynic  [author] 28 Jul @ 6:37pm 
for example

<li>
<stat>MeleeDamageFactor</stat>
<valueBySeverity>
<points>
<li>(0.0, 1.00)</li>
<li>(0.1, 1.50)</li>
<li>(0.2, 1.70)</li>
<li>(0.3, 1.90)</li>
<li>(0.4, 2.10)</li>
<li>(0.5, 2.30)</li>
<li>(0.6, 2.50)</li>
<li>(0.7, 2.70)</li>
<li>(0.8, 2.90)</li>
<li>(0.9, 3.15)</li>
<li>(1.0, 3.38)</li>
</points>
</valueBySeverity>
</li>


left number is the hediff severity value and the right is the multiplier for the stat. all you gotta do is go into your files and have at it. takes like 10-15 mins to figure out at the most
TheCynic  [author] 28 Jul @ 6:35pm 
yk for all of you who want more powerful leveling up you can access the mods XML and change those values yourself.
Fan 23 Jul @ 5:42pm 
yo it's another dead cells guy looking for a power fantasy... he just like me for real
Guldflips 23 Jul @ 7:58am 
Or maybe make another version without the restrictions?
Guldflips 23 Jul @ 6:53am 
Would it be possible to add settings to disable some of the restrictions?
Fan 18 Jul @ 11:50pm 
close quarters brutality is amazing, but something with more compatibility would be so much better. fighting styles would make a ton of sense, and for another idea, to make a new faction based around melee combat, and all being composed of a xenotype with this gene. could be cool.
BreadandRye 18 Jul @ 8:11pm 
Idea for you next mod could be some sort of fighting style system, i was looking for mods to spice up melee combat in rimworld and found zero lol
Fan 13 Jul @ 7:55pm 
1.5 works, tested it
@ 12 Jul @ 8:45pm 
1.5?
Fan 12 Jul @ 6:20pm 
can you potentially add an archite version of this, which is busted compared to the base one? just have an idea for a one-man army, and this gene isn't quite that. (because balance, obviously.) i just feel a stronger archite version could be fun for a power trip.
TheCynic  [author] 11 Jul @ 12:15pm 
lol ya itll reject their genes if you put them in xenogenes. only germline genes are accepted
Doomed 9 Jul @ 5:05pm 
I tried to create a bug monster with this and bug parts 2 but this mod seems to reject the bug parts genes.
SaidAhmedTheBlack 6 Jul @ 12:28am 
THIS IS A GLORIOUS MOD!!! I was actually thinking of making something like this, thank you a lot for your hard work and saving us the trouble.
Phool 4 Jul @ 5:02pm 
could you maybe add mod settings to disable the balance restrictions please?
TheCynic  [author] 28 Jun @ 8:02pm 
I personally use character editor when testing, to raise the severity level of the hediff. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1874644848

Though now that i think about this, this doesn't really change the max potential and if you set the hediff to a value above the max potential it'll automatically bring you back to your potential cap, so no unfortunately not. sorry about that, its completely random.
Capter 28 Jun @ 12:58pm 
Is there a way to make the gene have max potential through dev mode?
TheCynic  [author] 23 Jun @ 2:09pm 
reworked it. let me know if that fixes things.
TheCynic  [author] 23 Jun @ 2:00pm 
let me rework it. ill see if i can fix it
spartan88 23 Jun @ 5:38am 
I think the game adds its own negative sign to the temp. Like it sees for example, 100 for minimum, so its like "Oh its -100 degrees Fahrenheit"

Im not sure how its working for you, but as ong as the negative sign isn't there it works.

Also its only after the adaptive expression is developed a bit that the temperature becomes an issue. SO if you just start a new game and give the gene to a pawn, It will work fine for a bit.
TheCynic  [author] 22 Jun @ 10:23pm 
see if i change -1.875 to 1.875 then the minimum comfortable temperature of your pawn will become 30c meaning constant heatstroke unless your in a desert
TheCynic  [author] 22 Jun @ 10:12pm 
okay see im confused because its working for me. the comfytempuraturemin baseline is 16c so when you multiply by Y (0.2) you get like 3.2c and then when you multiply by -1.875 you get around -30c. Now for me its lowering, this is just math (16c * 0.2 = 3.2c) or (16c * -1.875 = -30) and these are the number i get when i check my pawns info sections for min or max temps. at the expression level of 0.5 what is everyone else getting?????
spartan88 22 Jun @ 9:42pm 
Hello, the issue with the temp is the negative sign. -1.875 seems to make the game increase the minimum temp they can withstand (Which is bad) instead of lowering it (Which is good)

The code you posted is the same as mine, so its not an update thing. too fix it, just remove the negative sign. (Should look like this "1.875")

Tested this on 1.6, but I'm sure it will work for all versions. @TheCynic
TheCynic  [author] 21 Jun @ 7:25pm 
And thanks, just wanted to share my idea. Maybe someone will do it better than me. I just hadn't seen anything like this out there so me being a mega invincible nerd decided i'd just have to do it myself.
TheCynic  [author] 21 Jun @ 7:23pm 
okay ya thats really weird... I thought i updated it??? this is what i have for my current code

<li>
<stat>ComfyTemperatureMin</stat>
<valueBySeverity>
<points>
<li>(0.0, 1)</li>
<li>(0.1, 0.2)</li>
<li>(0.5, -1.875)</li>
</points>
</valueBySeverity>
</li>

<li>
<stat>ComfyTemperatureMax</stat>
<valueBySeverity>
<points>
<li>(0.0, 1)</li>
<li>(0.1, 1.3)</li>
<li>(0.5, 1.7308)</li>
</points>
</valueBySeverity>
</li>

for me it fixed it but ill try updating the code once more
nex 21 Jun @ 6:34am 
even though you updated your mod to fix the temperature issue it didn't work for me. i unsubbed/resubbed and started a new game and added the gene but it was still the same as before.

finally i dove into the files and replaced the code in the cold section with the one from the heat section to fix it.

maybe its a workshop issue and i'm still getting the old file before the fix but at any rate it works now.

at any rate thanks for making this mod since the only gene kind of like this was in the superhero gene mod.
TheCynic  [author] 20 Jun @ 1:50pm 
sorry if that wasn't, increasing gene expression increases all stats equally
TheCynic  [author] 19 Jun @ 4:47pm 
"1. Maturity Growth (Colony-Born Pawns)
This system is designed to support pawns born in your colony, especially those raised naturally rather than grown in vats. Over the course of 3.30 in-game years (the time it takes for a pawn to reach biological age 13), they will gain 1.0 gene expression passively, regardless of combat involvement.

This means a colony-born child will reach a baseline strength by the time they become a teenager provided they survive to that age and are raised outside a vat. This greatly improves their survivability once they enter adulthood and begin participating in combat.

After these 3.30 years, maturity-based growth stops completely. From this point on, combat progression becomes the sole method of advancement."
@ 18 Jun @ 9:44pm 
Does age increase resilience? or strenght?
SupaMalaman 17 Jun @ 3:00pm 
Amazing concept
TheCynic  [author] 16 Jun @ 9:40pm 
haha no I totally get it. And ya sure, I'll see about it. what ill most likely end up doing is making a separate gene entirely. Or something like that. My intention was to kinda match rimworlds power levels. Like STRONG but you had to earn it and you weren't literally (title card) :steamhappy: Pry won't do this for a while. Pry wait till ive got some other ideas to update my mod with.
Solo 16 Jun @ 9:12pm 
This mod is really cool and I like the way it works.
Solo 16 Jun @ 9:11pm 
Yes BreadandRye lol
BreadandRye 16 Jun @ 8:31pm 
Solo wants comic accurate viltrumites lmao
Solo 16 Jun @ 7:57pm 
This is a very strange suggestion which makes no sense lol, but is there a way you can make a setting or a version of this mod that is like amped.

Like ik at the higher levels like 80% -100% a person with this gene can be strong but I want stronger ._. . Like 2x stronger, this is just a dumb suggestion you dont have to listen to me at all lol.
TheCynic  [author] 16 Jun @ 12:18pm 
Alright this temperature issue is fixed. OH and btw, with the Hediff in your health tab 10% is 0.1, 20% is 0.2 and obviously 1.0 is 100%. Just in case anyone was confused (I was at first)
TheCynic  [author] 16 Jun @ 11:51am 
Oh wow no this is a math mistake, they are suppose to be far more resistant to heat. For some reason their max and min temperature stuff is really confusing. I'm fixing this right now.
Josreaper 16 Jun @ 4:21am 
Thank you so much, that fixed the error I was getting.
nex 16 Jun @ 3:11am 
i'm currently using it just fine in 1.6 so thats great. there is one thing though: i'm currently at 10% expression and one of the values is min comfortable temperature and its at x56% while max comfortable temp is at x104%. therefore they are now more susceptible to colder temps.. is this intended or a bug?
TheCynic  [author] 15 Jun @ 10:25pm 
Okay this DLC error should be fixed, please let me know if it persists
TheCynic  [author] 15 Jun @ 10:13pm 
oh shoot, my bad, no the anomaly dlc is NOT needed. My apologies, i didnt even think of this. The code tries to find an item called juggernaut serum because the variable is outside of any conditions. ill be fixing this right away.

and also BreadandRye no, i did think about it, but considering they are already so OP, i figured you could 1. use bionics, or 2. breed this ability into them with wasters or other custom xenotypes
Josreaper 15 Jun @ 7:02pm 
Hello I recently subscribed to your mod, its wonderful to play with, however I seemed to get an error which spams my developer log. "Failed to find Verse.HediffDef named JuggernautSerum. There are 1277 defs of this type loaded." Most likely this is an item from the Anomaly DLC which I don't have, is the DLC required or should I start culling my mod list?
BreadandRye 15 Jun @ 6:05pm 
Have you thought about giving them toxic environment resistance?
RojoMuerte 15 Jun @ 3:41pm 
There is a gene from one of the Angel mods (Big and small maybe??) called sealed or something that supposedly allows them to survive in space. I never used it but maybe looking at its code would help you determine what you can do.
benjamino0106 15 Jun @ 3:22pm 
hey, thank you, i finally made it work. best mod ever. literally recreated the Viltrumites.
TheCynic  [author] 15 Jun @ 10:18am 
Oh ya absolutely, it'll take me some time, ill have to see how the space suits work and somehow apply that to colonists naturally. But yes I 100% intend on applying this feature.
BreadandRye 15 Jun @ 10:06am 
Now that odyssey is coming out soon, do you have any plans to give this gene some stat that makes it so that a pawn can survive unprotected in space longer than a baseliner?
TheCynic  [author] 15 Jun @ 8:50am 
Answering 2 things here.

1. I'm not entirely sure it will react well with the chimera gene system, you're welcome to test it. my intention for this gene was to do my best to isolate it and prevent stacks, maxxing builds and what not. The gene itself is pretty OP. Like I said 0.1 is about your typical raw strength of a neanderthal with some bonuses and it just scales up from there. The gene can only really be passed along with the breeding of colonists, as xeno injecting will simply be rejected. Though I'm not even sure my gene can be collected, which was somewhat of my intention, the idea being these characters are so strong that stacking, or perfecting a colonist is unnecessary or ruins the idea of the challenge. I made this to kinda have fun with the breeding system, strategic hybridization breeding, and to let people have fun with the progression system.

2. This should work with 1.6, if it doesn't i'll be testing it, looking for feedback in the comments and fixing it.
nex 15 Jun @ 6:50am 
anyone check if this already works with 1.6