边缘世界 RimWorld

边缘世界 RimWorld

186 个评价
Expanded Archite Genes
3
   
奖励
收藏
已收藏
取消收藏
Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
1.088 MB
2023 年 9 月 23 日 上午 6:47
8 月 3 日 下午 5:06
31 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

订阅以下载
Expanded Archite Genes

在 Alite 的 2 个合集中
Alite's Gene Mods
13 件物品
Expanded Biotech Style Genes
26 件物品
描述
Some of the genes in this mod require the EBSG Framework. If you choose to not install the framework, then those genes will just not be enabled. None of the other genes will be affected by this decision.


Expanded Archite Genes seeks to extend the purpose of archite genes beyond their normal "weird ability" state by adding a bunch of new archite genes. This mod goes through all of the ranges that More Biotech Style Genes and Expanded Biotech Style Genes expand upon, and adds 3 new options in each range where I believed they fit. The genes are added based on the specific mods you have enabled, so if you only have specific individual mods, you will only see the archite genes related to those mods.

The first archite level gene is approximately equal to the -4 metabolic efficiency gene in the same range, with some exceptions for standalone things like archite enhanced circadian ryhthm, and the occassional odd range, like beauty. These Archite genes will appear in the same area as the other genes in the range.

If you are using the individual mods instead of the All in Ones, these are the mods that have genes associated with them:

MBSG Mods:
Beauty
Cell Stability Genes
Climate Preference Genes
Drug Genes
Fertility Genes
Happiness Genes
Hemogenic Genes
Immunity Genes - Only moves the Archite Immunity gene to the health category
Movement
Pain Genes
Psychic Sensitivity Genes
Sleepy Genes
Study Genes
Toughness Genes
Toxic Genes
Violence
Wound Healing Genes

EBSG Mods:
Anomaly Genes
Capacity Genes (Sight, Hearing, etc)
Carry Capacity Genes
Expanded Food Genes
Expanded Hemogenic Genes
Expanded Resistance Genes
Expanded Violence Genes
Mental Fortitude Genes
Productivity Genes
Expanded Social Genes

Require the EBSG Framework list:
Bleeding Genes
Environmental Preference Genes
Expanded Need Genes
Expanded Reproduction Genes
Expanded Deathrest Genes
Expanded Psychic Genes
Health Genes
Mechanitor Genes
More Aptitude Genes - These are in a separate archite aptitudes section because the vanilla aptitude gene system didn't allow for archite genes.
Slayer Genes


Sovereign made the Slayer icons.

[github.com]
[ko-fi.com]
[discord.gg]
102 条留言
Alite  [作者] 10 月 3 日 上午 6:59 
Ahh, that makes sense. Steam has been increasingly bad about installing mods properly, so I usually recommend people verify file integrity whenever they encounter weird issues because that usually makes Steam stop being so weird.
Auriel ☯ 10 月 3 日 上午 6:55 
Sorry, nevermind, it would seem my game was doing some weird error that was resolved by reinstalling mod.
Alite  [作者] 10 月 3 日 上午 6:53 
I don't understand. I double-checked my xml, and the healing ones appear to be multiplying injury healing factor by 5, 10, and 15 while the fertility one appears to be multiplying fertility by 10. Is your game showing or doing something different?
Auriel ☯ 10 月 3 日 上午 6:47 
Oh, sorry, I was actually referring to what the genes did. Specifically, injury rate multipliers and fertility rate multipler.
Alite  [作者] 10 月 3 日 上午 6:42 
Both of those are intentional. Most of the archite genes in this mod aim to have 1 archite worth 3 to 4 metabolic efficiency in benefits. For the fertility, the vanilla genes don't have metabolic efficiency, so I picked 10 because it's a nice high number. As for the healing ones, that one is a bit weirder due to how vanilla sets them.

Healing has a multiplier of 6 at metabolic 4, and would technically result in the genes being 6, 14, and 22, but due to the vanilla genes in the set not following any pattern (increases the factor by 1 at metabolic 2, which averages to 0.5, but then increases by 2 more going from met 2 and 3), I opted to take some artistic liberty and scaled them down to some cleaner numbers that also don't go quite so ridiculously high as a multiplier of 15 is already high enough to walk off most injuries in very little time
Auriel ☯ 10 月 3 日 上午 5:37 
Also, just to add on to my previous comment, I have also found that Archite Fertility seems to have the same problem. It says, x10.
Auriel ☯ 10 月 3 日 上午 5:26 
Hey, just want to let you know that there may be a mistake? Archite Wound Healing, and Major Archite Wound Healing, within the Xenotype Editor show up at values that dont seem to match corresponding Wound Healing progression. Normal Archite Wound Healing says x10, and Major Archite Wound Healing says x15.
Alite  [作者] 9 月 27 日 上午 9:23 
I'm not sure what new genes you're referring to. If you mean the hacking and piloting genes added on July 20th, those are tied to 1.6 due to their link to the Odyssey DLC release
Enjoyer 9 月 27 日 上午 9:20 
New genes do not appear. I'm playing at 1.5, if anything.
Alite  [作者] 8 月 19 日 下午 1:31 
Yeah, load order would probably be the only fix if that's the case. That's a weird bug in their code, but it does explain why no harmony patches were mentioned in the log that was shared