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Hey guys! Hello ladies!

This is the development blog many of you have been waiting for!

Myself, Erdelf, Taranchuk and Sarg Bjornson have been hard at work, trying to give the good ol' Genetic Rim a new spin. I think we are just about ready to start unveiling what changes to the original system we came up with!

It's a lot to show, so I won't do it in just one devblog but several, but we gotta start somewhere, am I right?

First and foremost, we are adding a brand new quality system to hybrids!

HYBRID QUALITY

Hybrids now have quality, which is based on the genoframe used to create their growthcells. Using a poor quality genoframe will result in a poor quality hybrid, while using a legendary quality genoframe will give you a legendary quality hybrid.

Qualities work in a very similar fashion to vanilla item qualities - they are a flat multiplier to all the stats across the board. This will most certainly require custom code because you can’t just give quality to a pawn. Furthermore, normal animals do NOT have quality field and only hybrids as part of genetic rim have qualities.

Table below explains how different qualities affect different fields in RaceDef.

Hybrid quality should display similar to how items quality displays - in brackets right after the name of the hybrid. For example: Thrumfallo (Legendary), Wolfchicken (Poor) etc.

Stats should be visibly affected on the stat page of such animal.

If two hybrids have been created using Fertility Unblockers, they can reproduce. Otherwise, hybrids cannot create living offspring.

If two hybrids reproduce, the quality of the offspring is always one level higher than the lower quality parent.

This is to encourage people to indeed unblock the fertility of their hybrids and allow them to reproduce! It's a long and tedious process, but it should be very rewarding!

GENOFRAME AND TISSUE GRINDER

Genoframe is a new item that’s used to determine the quality of the hybrid made in the Genomorpher. Genoframes are created on Tissue grinder structure. Depending on the desired quality of the genoframe, it takes more and more animals corpses to make it.

Tissue Grinder does not use Item Processor - instead, it’s a normal workbench with normal bills, so people can set desired amount of a specific genoframe.

TISSUE GRINDER

“Desc-todo”

Tissue grinder is a workbench responsible for creating new genoframes. While the process does take a lot of work, the speed of work scales with Intellectual skill. It does NOT use Crafting as a skill that determines work speed, only Intellectual.

Tissue grinder should be locked behind the Genetic Alteration research project.

Tissue grinder should require 110 steel, 3 advanced components and 10 neutroamine to make.

Dimensions: 3x2 with an interaction cell in the middle of the longer edge.

Work driver falls under ‘Genetics’ work priority category.

Tissue grinder has a bill for each of the genoframe quality level. First bill uses animal corpses (Any).

Bill: Create Genoframe (Awful)
Skill Used: Intellectual skill.
Requires: Animal Corpse (literally any).
Result: Genoframe (Awful)
Description: Create an awful quality genoframe from an animal corpse.

Bill: Refine Genoframe (Poor)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Awful).
Result: Genoframe (Poor)
Description: Create a poor quality genoframe from two awful quality genoframes.

Bill: Refine Genoframe (Normal)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Poor).
Result: Genoframe (Normal)
Description: Create a normal quality genoframe from two poor quality genoframes.

Bill: Refine Genoframe (Good)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Normal).
Result: Genoframe (Good)
Description: Create a good quality genoframe from two normal quality genoframes.

Bill: Refine Genoframe (Excellent)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Good).
Result: Genoframe (Excellent)
Description: Create an excellent quality genoframe from two good quality genoframes.

Bill: Refine Genoframe (Masterwork)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Excellent).
Result: Genoframe (Masterwork)
Description: Create a masterwork quality genoframe from two excellent quality genoframes.

Bill: Refine Genoframe (Legendary)
Skill Used: Intellectual skill.
Requires: 2x Genoframe (Masterwork).
Result: Genoframe (Legendary)
Description: Create a legendary quality genoframe from two masterwork quality genoframes.

GENOFRAMES

A Genoframe (Awful) can be crafted on the Tissue Grinder using a single animal corpse (not human-like).  Each consecutive level of genoframe requires two of the previous genoframes to craft. This will allow players to control their supply of genoframes using the bills menu.

Each genoframe is a separate item, as follows:

Genoframe (Awful)

Market value: 50
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Awful genoframe will result in a hybrid with greatly decreased stats over a normal hybrid.”

Genoframe (Poor)

Market value: 100
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Poor genoframe will result in a hybrid with slightly decreased stats over a normal hybrid.”

Genoframe (Normal)

Market value: 200
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Normal genoframe will result in a hybrid with baseline stats.”

Genoframe (Good)

Market value: 400
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Good genoframe will result in a hybrid with slightly improved stats over a normal hybrid.”

Genoframe (Excellent)

Market value: 800
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Excellent genoframe will result in a hybrid with significantly improved stats over a normal hybrid.”

Genoframe (Masterwork)

Market value: 1600
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Masterwork genoframe will result in a hybrid with superior stats over a normal hybrid.”

Genoframe (Legendary)

Market value: 3200
Description: “A stable genetic material consumed by the genepod machine that serves as a framework for hybrid experimentation.After the framework is used to create a growthcell, the genoframe is empty and discarded.

Legendary genoframe will result in an incredibly powerful hybrid that’s eclipsing normal creatures.”

A flow chart graphic will be created. 

Genoframe should also have a separate ‘Unfinished Genoframe’ object, as merging genoframes is something that requires quite a lot of work, and as such the item can be put back in storage and then picked up and finished the next day.

GENOME EXTRACTOR TABLE

“Desc-todo”

Genome extractor is a table responsible for extracting genomes of various kinds from animal corpses. While the process does take a lot of work, the speed of work scales with Intellectual skill. It does NOT use Crafting as a skill that determines work speed, only Intellectual.

Genome extractor should be locked behind the Genetic Alteration research project.

Work driver falls under the ‘Genetics’ work priority category.

Genome extractor uses normal bills instead of Item Processor, thus allowing people to select their desired genome count using the bills menu.

Extracting a genome should be a long task that requires 6 Intellectual skill to even be do-able.

There is a bill for every single type of genome that can be extracted. These bills use a whitelisted Defs of animal corpses that are accepted.

BILLS

Bill: Extract Ursine genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Ursine genome
Description: Extract the genetic material of a bear.

Bill: Extract Boom genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Boomine genome
Description: Extract the genetic material of an explosive animal.

Bill: Extract Avian genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Avian genome
Description: Extract the genetic material of a bird.

Bill: Extract Feline genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Feline genome
Description: Extract the genetic material of a cat.

Bill: Extract Muffalo genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Muffalo genome
Description: Extract the genetic material of a muffalo.

Bill: Extract Rodent genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Rodent genome
Description: Extract the genetic material of a rodent.

Bill: Extract Canine genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Canine genome
Description: Extract the genetic material of a wolf.

Bill: Extract Equine genome
Skill Used: Intellectual skill.
Requires: Animal Corpse (See specific genome lists).
Result: Equine genome
Description: Extract the genetic material of a horse.

Please note: Insectoid, Reptilian, Colossal and Human genomes can only be extracted using Genome Excavators.


GENOME EXCAVATORS

Since hybrids are divided into three separate tiers, a traditional Genome Extractor bench simply isn’t enough to obtain Tier 2 or Tier 3 genomes.

Tier 2 genomes are:

  • Human
  • Insectoid
  • Reptile

Tier 3 genomes are:

  • Colossal

In order to extract genomes of a human, insectoid or reptile, a player needs to craft a special item.

GENOME EXCAVATOR

“Desc-todo”

Genome Excavator is a belt-worn utility item with no visible worn graphic. It unlocks a special gizmo that allows it to be used on ANY hybrid of tier 1 or 2. When you select the Excavate Genome gizmo, you pick a creature within 2 tiles around the user.

A satisfying ‘Thump’ sound plays and the creature’s brain is destroyed, dropping the genome on the ground next to it.

Genome Excavator should be locked behind the Genetic Alteration research project.

It should require 40 steel and 1 component to make.

It is a single use item that disappears upon being used.

ADVANCED GENOME EXCAVATOR

“Desc-todo”

Advanced Genome Excavator is a belt-worn utility item with no visible worn graphic. It unlocks a special gizmo that allows it to be used on ANY hybrid of tier 1, 2 or even 3. When you select the Excavate Genome gizmo, you pick a creature within 2 tiles around the user.

A satisfying ‘Thump’ sound plays and the creature’s brain is destroyed, dropping the genome on the ground next to it.

Advanced Genome Excavator is not craftable and can only be found in abandoned lab complexes.

It has 3 charges before it is destroyed.

GENOMORPHER AND GROWTH CELLS

When the player starts obtaining genomes and genoframes, a genepod is required to start growing growth cells.

GENOMORPHER

“Desc-todo”

Genomorpher is a structure that autonomously creates growthcells from genomes, genoframes and boosters. It uses intricate, custom UI to initiate the process and allow players to tailor the hybrid to their liking as well as be informed of the risks and the resources required.

Genomorpher should be locked behind the Genetic Creation research project.

Work driver falls under the ‘Genetics’ work priority category.

Genomorpher should require 200 steel, 6 advanced components and 40 neutroamine to make.

Dimensions: 5x5 with an interaction cell in the middle.

This structure has two progress bars on each side of the main vat, but they are linked and display the same progress.

GENOMORPHER USER INTERFACE


Genomorpher user interface contains a large amount of vital information the player needs to access. It will be broken down below, going from top to bottom.

Predicted Outcomes
This section displays two animals that can come out in growthcells. The first animal is located in a big square box and has the highest chance of appearing, while the second animal appears in a smaller box and has less chance of appearing. These boxes should show the sprite of an animal (east view), as well as a big percentage number. There should be an animal name underneath with an information button taking the player to the detailed description of the animal. This should NOT close the window but instead open the information pane in a new window that can be closed separately. We don’t want players to have to manually reinput everything after checking the information. The entirety of the percentage calculations will be described in the section below.

If there is no hybrid that meets the criteria (For example, player selects human genome in both primary and secondary genomes, but we don’t have an animal with such a crafting recipe), it should not show anything and instead give Failure outcome 100% chance.

Failure Outcome
This section displays a failure outcome. The animal is located in a big square box. This box should show the sprite of an animal (east view), as well as a big percentage number. There should be an animal name underneath with an information button taking the player to the detailed description of the animal. This should NOT close the window but instead open the information pane in a new window that can be closed separately. We don’t want players to have to manually reinput everything after checking the information. The entirety of the percentage calculations as well as possible risks will be described in the section below.

DNA Chain
This section shows a DNA chain of the hybrid. Player can access the buttons on the right hand side to change what genomes, genoframes and boosters are used in creation of this hybrid. The list that appears when player selects ‘Select dominant genome’ etc pulls data from player stockpiles and shows all genomes player has. If there are two or more of that particular genome, it only lists one of them (unlike on the mockup, lol).

Quality section
This section shows the player what quality the hybrid will come out as.

Process will take section
This section tells the player how long the process will take between clicking ‘Initiate synthesis’ and a pawn performing a Genetics job of extracting the growth cell.

Randomize all
This button allows the player to randomize all the inputs using the possible items in player stockpiles.

Initiate synthesis
When a player initiates synthesis, genepod can no longer be accessed. Instead, it displays the progress level, and on the info card in the bottom left corner it states time left as well as all the ingredients used to make this hybrid. For obvious reasons we don’t want to display what will come out, as it’s still left to chance, so displaying ingredients used is the best approach.

GENOMORPHER CALCULATIONS

So we know that mixing two genomes can yield two different hybrids, but do we know how these percentages are calculated?

The system is actually very simple.

The dominant genome has 10% base chance to turn into secondary genome and make secondary genome a dominant genome (essentially, a swap).

There is 10% base chance of failed outcome.

Then, boosters and genoframes each contain xml tags that can alter these chances. Those two xml tags are called:

<stability>5<stability>
Stability is a number that gets deducted from the swap chance. For example, stability 5 means that the base chance of the genes swapping turns from 10% to 5% (becoming more stable). This value can also be negative, which will mean the chance of genomes swapping their positions and resulting in an unwanted hybrid are larger.

<safety>10<safety>
Safety is a number that gets deducted from the Failed outcome chance. For example, safety 5 reduces the risk of the failed outcome by 5% (from 10% to 5%). This value can also be negative, increasing the risk of a failed experiment.

Each hybrid added by this mod will have to have tags that represent the required combinations. For example, the following tags can appear in Wolfchicken xml:

<dominantGenome>Canine</dominantGenome>
<secondaryGenome>Avian</secondaryGenome>

This means that if the end result meets the criteria (dominant genome has been detected as canine, secondary genome has been detected as avian), it then creates a growth cell for that hybrid (inheriting the quality from the genoframe used). After the growth cell is created, resources used to create the hybrid are gone.

If in any case the Genomes inserted don’t result in an actual hybrid based on all the hybrid ‘recipe tags’, the outcome is always a failed experiment. This means that if dominant and secondary genomes swap, and the result of the swap does not correspond to an actual hybrid, it instead results in a failed experiment and spawns a failure outcome.

If the process of synthesis completes, pawns will go to the genepod and extract a growth cell of that specific hybrid. Growth cells don’t stack, and they list out what hybrid is inside of it (with the correct quality).

GROWTH CELL

Not tradeable
Description: “Text-todo.”

Growth cell contains the embryo of a hybrid that then needs to be inserted in an electrowomb. The size of the electrowomb depends on the body size of an adult hybrid. Anything less than 1 bodySize can use the normal electrowomb, whilst anything more than 1 bodySize requires a large electrowomb.

Growth cells spoil by themselves, even if frozen, and their lifespan is 7 days. If they are not inserted in electrowomb by then, they deteriorate and disappear.

Growth cell contains all the information about what genomes were used to create it. You can see them on inspect panel.

That's about it from me for today. You will have to wait and see the next devblog to learn all about electrowombs, boosters and much, much more!

Let me know what you think!

Comments

D-Train

This is THE mod I've been waiting to hear anything about. It is the one I need before commiting to my mad science lab in the mountains, breeding all manner of creatures and beast to defend my people. Thank you for the glorious update, and thank you Sarj for giving me perhaps the greatest mod I've ever used all those years ago.

Anonymous

Oskar and Sarg 2 of the best modders love ur work

Anonymous

&gt; Genome Excavator is a belt-worn utility item with no visible worn graphic. It unlocks a special gizmo that allows it to be used on ANY hybrid of tier 1 or 2. When you select the Excavate Genome gizmo, you pick a creature within 2 tiles around the user. &gt; A satisfying ‘Thump’ sound plays and the creature’s brain is destroyed, dropping the genome on the ground next to it. Just to clarify -- can this be used to 1-hit kill hostiles? Or are there restrictions on what can be targeted with the excavator?

Anonymous

So when a Growth Cell is created, it tells you the exact hybrid that's in it? I'd love for it to be still hidden all the way until it pops out of the electrowomb, so my colonists get surprised and eaten(?) by an aberrant fleshbeast. On a side note, I feel like "Growth Tank" would be a better name then "Electrowomb". IMO it sounds cooler and feels more connected to Growth Cell. Anyway, this looks super fun and I'm really excited!

oskarpotocki

Actually, Growth cell only shows you what genomes are inside. It's in the Electrowomb that it's determined what pops out! We love the work Electrowomb. It's quirky, insane, a bit bizarre, just like Genetic Rim was!

Anonymous

I hope you can pop genomes into colonists like in VFE Insectoids. It’s lots of fun to turn colonists into genetic abominations.

Anonymous

Got it. Follow-up: One of the T2 genes is "human". It sounds like for those, it'll have to be a, slave, prisoner, or colonist; is that accurate? *war crimes intensify*

oskarpotocki

A tiny bit outside of the scope of the mod, sorry! There is a mod that allows you to modify humans though! For the life of me I can't remember the name.

Anonymous

This looks awesome! I love when Science meets Gameplay in a fun interesting way. Enabling playstyles without inherently forcing players to do certain things (which I can say about all of you and your co-creators mods :D). Coming from a fellow developer who has also been thinking about making a game/app around breeding &amp; genomes (the topic can get quite complicated but thankfully my partner has a degree in animal science!), Have you considered the idea of having Mutations? Mutations could be a fun way to introduce yet another element of randomness while still sticking with the theme. i.e a mutation that makes wool grow 2x faster, or produce 1.5x milk. Though depending on how you've got the genome code setup with the quality modifier, this may not be possible. I also understand that you'd have to be careful in how you implement it, as you wouldn't want to upset a player who has put a lot of work into creating a hybrid, only to have certain elements mutate. Regardless, thought I should mention it :D Love the amazing work you guys are doing

oskarpotocki

We've considered it, among many other things. Truth is, content-wise it's the biggest mod we've ever done. We could go on and on, coming up with new unique mechanics, but if we want to release the mod, like, ever, we have to make decisions to axe things.

Anonymous

Been looking forward to this release and I'm loving what I'm seeing so far. Got a question for ya though. In relation to the genome gathering process, what happens if you extract from a genetically modified creature? Is it random chance to pull one of the two genes that created them? For instance could you make a man bear chicken pig by constantly adding on mixes or would it always be a pair situation? Keep up the great work.

Anonymous

Haha fair enough, you've got to know when to cut certain parts down. I'm looking forward to this a lot, it's really going to create some interesting scenarios.

Anonymous

Pawnmorpher I believe ? The author had made a compat mod with VFE:Insectoid so I hope they do something with this one too !

Anonymous

Ohhh I've been waiting for this one. By curiosity, will the Abherant Fleshbeast function as they did with Genetic Rim ? Turn into Matured one with time ? I don't know how to feel about the quality system for hybrids. Sounds like there's not a lot of incentive to make low quality ones unless you know you'll be able to breed them to higher quality. And because Growth Cell deteriorate you kind of "have" to have quite a lot of genomic material before being able to consistently have a couple that can breed.

oskarpotocki

That was actually a cross-functionality with Alpha Animals. Adult one isn't in Genetic rim. We will make sure it's all balanced, last thing I want is people to feel bound by the quality system. I want people to explore all avenues and have fun!

Anonymous

Ever since Ideology came out I always wanted a crazy biological cult colony know this and pawmorpher and my dreams will finally come true

Anonymous

Hey Oskar, I so loved Genetic Rim and talking about cross-functionality, obviously you cannot cover all the old cross-functionalities as it would probably require an insane amount of work. BUT once "Vanilla Factions Expanded - Arkology" comes out is there a chance we will get cross-functionality with "Vanilla Genetics Expanded" so we can have Dinohybrids once again? :)

Anonymous

Does that mean no more grafts? Hm, but you can still collect human genetic material. Ominous...

Anonymous

Question: If you make a hybrid between human and some other species (let's say a muffalo), would the hybrid be an intelligent pawn/colonist, or just a tamed animal?