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And why did the Djin lose all his origin gens?
Additionally, if you implant a xenogene into someone that already has one - be it a genie, hussar, or one of your already-modified colonists, the new xenogene will override the old one completely. You're basically resetting it entirely, so if you want to keep any of the "old" abilities, they have to be present in the new xenogene.
Think of genies etc as normal humans who simply have a very popular, standardized implant. Whereas pigmen, wasters, imps and such have "true" genes that pass on to subsequent generations.
And if you're curious, if you give a germline race a xenogene, they keep both sets. If there's a conflict, the xenogene will suppress the germline gene - say you have an imp that you turn into a sanguophage. The imp has fire resistance, but the vampire has fire weakness - so the vampiric xenogene overrides the resistence, and the imp becomes vulnerable to fire.
They are just empty/blank of any gene but have the regrowing signes.
My creation:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889906749
After implanting into a Djin:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889906783
@Steam .. how about an "inseart screenshot" button ????
When you created your custom race, did you put all the abilities in the germline?
Because the "Gene implanter" ability implants a copy of that person's xenogene specifically.
So if I have strong melee and gene implanter as my germline genes, and nothing in my xenogene, when I implant another person, I'm giving them nothing, because my xenogene is blank. And since baseline humans have nothing, and since overriding a genie's xenogenes with nothing means they will have a blank xenogene, that could be why. Just a guess though.
Very likely not :(.
It's less clear to me why two colonists with identical germlines would have children with none of those genes, unless the presence of archotech genes in the germline tree is making it bug out.
But yeah, I think if you were to make that entire gene line a xenogene instead of a germline, it should work like you want it to? For implantation, at least. Breeding would create normal humans.
Basically, the hereditary genes part is pretty buggy until the beta patch goes live, and there are notes in that patch that say they have addressed the genes not passing on and having a hidden limit to complexity when they are passed on.
I have had a lot of buggy experiences running my two generational colonies so far with anything above a net 0 metabolism xenotype, and have had some traits fall off even then when both parents have them (like darkvision).
Hopefully it will work better when the new patch goes to live!
This is the xeno creation window with bith boxes right bottem checked. Anything else I have to do for them to be transfared when I use "implant"?
PS: the baby has all the normal gens but not the yellow. And without "Architic Methabolism" it will have 225% hunger.
The two colonist I used "implant" on ´got nothing.
Since the gene injector only injects xenogenes as mentioned, that means you'll never be able to implant.
Ah, so you've done some testing of your own, then. I guess it's not too surprising the archon genes are bugged when it comes to inheriting them.
No idea if that's a planned fix, but depending on what you want to do, you might be better off disabling "inherit" so you can implant the full xenogene. It will probably be slow at first, but you can double your population every year, so that's pretty good.
- nothing is implanted at all. No "normal" genes nor "xenogerm" genes.
- if used on Djins and other pre-made races it cleans ALL their origin genes.
- A baby with 225% hunger can't be feeded with 1 mom + 1 dedicated cook + 3 guys doing nothing but farming+hunting :D *g*. Like a black hole for baby food :)
To clarify, there are two types of genes in biotech, the germline genes that are part of the body on a cellular level and can be inherited (there are however rules and limitations on how these are inherited, one of them being that the super powerful archite genes can't be inherited even if they are germline genes), then we have xeno genes that are part of a implanted xenogerm that are just applied to the body but not properly a part of it.
Your xenotype don't have any xeno genes, the screenshot shows that those are germline genes.
The implant gene only works on xeno genes, if you have no xeno genes it implants nothing.
When you say Djin i assume you mean a Genie (their name in the english edition), Genies don't have any germline genes but rather a collection of xeno genes, (genies aren't born they are created after birth with a implanted xenogerm like hussars and highmates), if a new xenogerm is added to them (even a empty one) it overwrites all their current xeno genes (xenogerms always remove all previous xeno genes, xenogerms don't remove germline genes but they can disable them by overwriting them with a xeno gene).
Implanter ONLY implants xenogenes (ones marked as not inheritable).
The result is your race can pass on all non-archite genes, but they're -6 due to missing the archite genes and the implanter one does nothing.
You have to make your genes non-inheritable. Then your whole genome can be implanted just like a sanguophage. The downside is your kids are born baseliners. The upside is you can turn anyone into your race, even random baseliners.
Alternatively, you could create a functional inheritable germline gene and a separate implantable genome that has the archite ones. That or you would have to get a mod that enables inheriting archite genes.
I marked my creation as "inheriable" (vererbbar).
Now they work nearly as I wanted. Thanks.