[A13] Genetic Engineering

Started by Ekarus, May 08, 2016, 11:28:38 AM

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Garr1971

Single supersoldier CQC specialist with a knife in power armor killed 14 settlers armed with guns with armor-piercing bullets.)
I love this mod!!!

HolyWinter

Good news! Once CCL updated just recently I decided to couple together CR and Genetic Engineering again, the problem I stated before did not exist!

No need to worry about a patch for now!  ;)
My Mods:
♫ Rimusic ♫
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My Steam Page.
~Holy

☢FLAY☢

#32
Tested out by spawning in new pawns as I was never able to have the new pawns raid on my old save  :(, oh well im gonna try to change mod loader or something just want it to work well, However did you ever mention its old save compatible?

Gotta say supersoldiers kick ass but at least I know that a fully bionic normal colonist can still kick ass. check the attachments.

Edit: loving the limited lifespan of a super soldier, also can you make compatibility for DE surgery https://ludeon.com/forums/index.php?topic=18976.0 kind of enables colonist to be more useful through time with realistic cosmetic surgery.

[attachment deleted by admin - too old]

Ekarus

Quote from: ☢FLAY☢ on June 13, 2016, 08:01:48 PM
-snip-

You do need to start a new world to use them unfortunately, otherwise they won't spawn.

I do need to rebalance the mod a considerable amount, a super soldier should pretty much always win in hand-to-hand combat with an untrained bionic colonist.

As for compatibility, I'm gonna have to look into it.

☢FLAY☢

Don't know if this was intended or not but the mod seems to add to the aging factor in colonists. For example, Carcinoma has a percentage of happening based on age, well my colonist turned 40 and got cosmetic snake eye unfortunately but it's rather a bonus for getting older soo,  I checked this up and it so happens that when humans get older in game they have a chance of getting your Xeno cosmetics.


Ekarus

Quote from: ☢FLAY☢ on June 14, 2016, 12:12:45 PM
Don't know if this was intended or not but the mod seems to add to the aging factor in colonists. For example, Carcinoma has a percentage of happening based on age, well my colonist turned 40 and got cosmetic snake eye unfortunately but it's rather a bonus for getting older soo,  I checked this up and it so happens that when humans get older in game they have a chance of getting your Xeno cosmetics.

I know what's causing that, it has to do with how I setup the mod to allow colonists to 'randomly' have some tiny gene mods at generation. I'll look into how to fix that when I get home from work.

☢FLAY☢

Well said, if possible a hotfix would be appreciated.

Thanks for the reply.

Wex

I am gonna shot for the moon here: what about adding uplifted animals to the whole genetic engeneered lot?
This is uplifting, if you don't know it: https://en.wikipedia.org/wiki/Uplift_(science_fiction)
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

Ekarus

Quote from: Wex on June 15, 2016, 06:05:46 AM
I am gonna shot for the moon here: what about adding uplifted animals to the whole genetic engeneered lot?
This is uplifting, if you don't know it: https://en.wikipedia.org/wiki/Uplift_(science_fiction)

For what it's wroth, basically everything in this mod is based off/ripped off from these two documents:
RimWorld Quick Universe Primer
Longsleep Revival Briefing

So at some point I can try to add Opti and Trans (Using terms form the documents) animals. But it's worth mentioning that whenever Tylan gets around to adding these features to the game himself I'll probably discontinue this.

Quote from: ☢FLAY☢ on June 14, 2016, 08:24:41 PM
if possible a hotfix would be appreciated.

A quick & dirty fix would be to just strip the feature from humanoids, but I don't know what effect that'd have on current games so you might have to restart anyway.. But for the 'quick and dirty' version go to
RimWorld Folder / Mods / GeneticEngineering v1.01 / Defs / ThingDefs_Races
open the only file there then find and remove all the lines that say "<li>CosGeneMods</li>" which will prevent your colonists (and others) from "Growing" the mods, but it'll also prevent them from spawning with them randomly generated.

Notepad should be fine enough for doing this, when finished save the file and it should work fine... ...hopefully.

☢FLAY☢

Quote from: Ekarus on June 15, 2016, 07:18:10 AM
Quote from: Wex on June 15, 2016, 06:05:46 AM
I am gonna shot for the moon here: what about adding uplifted animals to the whole genetic engeneered lot?
This is uplifting, if you don't know it: https://en.wikipedia.org/wiki/Uplift_(science_fiction)

For what it's wroth, basically everything in this mod is based off/ripped off from these two documents:
RimWorld Quick Universe Primer
Longsleep Revival Briefing

So at some point I can try to add Opti and Trans (Using terms form the documents) animals. But it's worth mentioning that whenever Tylan gets around to adding these features to the game himself I'll probably discontinue this.

Quote from: ☢FLAY☢ on June 14, 2016, 08:24:41 PM
if possible a hotfix would be appreciated.

A quick & dirty fix would be to just strip the feature from humanoids, but I don't know what effect that'd have on current games so you might have to restart anyway.. But for the 'quick and dirty' version go to
RimWorld Folder / Mods / GeneticEngineering v1.01 / Defs / ThingDefs_Races
open the only file there then find and remove all the lines that say "<li>CosGeneMods</li>" which will prevent your colonists (and others) from "Growing" the mods, but it'll also prevent them from spawning with them randomly generated.

Notepad should be fine enough for doing this, when finished save the file and it should work fine... ...hopefully.

Thanks :)

Ekarus

So I'm currently working on an update that'll fix colonists 'growing' gene mods but also re-balance a handful of things, and a few new features.

Needless to say super soldiers will now get /much/ more entertaining in the later stages of life, but that's all I'm revealing for now.

and additional big tweak I'm gonna /try/ to make work is make it so that bionics, redundant organs, etc can keep their owner from dying from certain diseases. (EG as it stands right now if a super soldier has a heart attack in one heart, they drop dead for no apparent reason.)

Helixien

So, I just got the mod and not sure, maybe its already a feature, but can you add an option that stops your people from aging? So that you basically have a whole colony of never aging/dying through aging people?

Ekarus

#42
Version 1.02 has been released! Download it HERE or on the first post

New Features:
- Bug Fixes
- Tweaks to the diseases system in preparation for something bigger (...Once I figure out how to do it...)
- Super Soldier specific diseases:


Muscular Degeneration
Due to the rapid formation of these clones bred for war their bodies break down just as fast. Due to age, your super soldier colonist's muscles have begun to decay, drastically reducing their strength. However, due to a mix of training and other organs their combat damage remains unchanged. Unfortunately, nothing can be done, however it isn't fatal.

Short version: Drastically reduces the super soldier's ability to move and work. Non-fatal, untreatable

Desyncronized Heart
Age related, or possibly the result of a long healed (by a super soldier's perspective) injury one of their hearts no long beats in tune with the other, horribly disrupting their complex circulatory system. Unfortunately, nothing can be done, and provided both hearts are in working order still it isn't fatal.

Short version: Heart does it's job at 40% strength and results in the super soldier occasionally loosing consciousness due to poor circulation. Not fatal by itself, and untreatable.

Catastrophic Organ Failure
Be it poor engineering or age related, one of your super soldier's organs has begun to fail. eventually it will cease to function entirely. Depending on the organ it can prove fatal. Treatment will slow the damage, but nothing can be done to stop it other than to replace the damaged organ.

Short version: A random organ will crap out over time. Similar to the Carcinoma disease but should focus on organs and works much faster. Possibly fatal, treatment will slow progress.

Crimson Dementia
Stories of older super soldiers loosing their minds are unfortunately common due to the stresses of their work, their modifications, and even injuries. However, there are rumors of a particularly common type of mental illness among the super soldiers known only as 'Crimson Dementia' in which the super soldier will snap and in a homicidal rage begin to attack anyone it can locate. In these rumors there is no cure, unless you count high-caliber weapons.

Short version: Super solider will snap shortly after developing this and attempt to kill your colonists, visitors, and other humanoids. Probably best to take them out behind the shed and "Old Yeller" them before they get the chance.

- Rebalances to temperature tolerance ranges (subject to change pending play-testing)
Frozenworld and Desertworld Xenohumans were designed with extremes in mind, as such they will thrive in those environments, however outside of them they will not do well. Super Soldiers have been tweaked to have a wider tolerance range than baseline humans while Engineered Mates have been made to have a narrower range.
- Huge buffs to super soldier's melee strength
A super soldier should always win in CQC against anything short of a bionic Chuck Norris. Might nerf this if they're too powerful.



Quote from: iWilliBlecha on June 17, 2016, 06:40:49 AM
So, I just got the mod and not sure, maybe its already a feature, but can you add an option that stops your people from aging? So that you basically have a whole colony of never aging/dying through aging people?
It is not a feature currently, and while I will not make them incapable of dying of old age, I may add a race of xenohumans who live extremely long lives. (Probably 2 to 4 times as long? I doubt you'll have a game where a 400 year old colonist will be necessary)

☢FLAY☢

May you be blessed, Thank you so much amazing work appreciated, going to make a new game with this I'm so hyped it's my second favorite mod after expanded prosthetics.

Ekarus

Quote from: ☢FLAY☢ on June 17, 2016, 10:25:06 PM
May you be blessed, Thank you so much amazing work appreciated, going to make a new game with this I'm so hyped it's my second favorite mod after expanded prosthetics.

Thank you again for saying so, I can't help but laugh though because Expanded Prosthetics is my favorite, it's the main reason I put together a patch so quickly. XD