RimWorld

RimWorld

Schakar Nov 17, 2022 @ 2:50pm
Geno Genes implementing?
I created my own Geno-Type which has the implant gene.

Started a new game with 3 of them. 2 instantly married and she got pregnant :). *happy me*
Then I got 2 more colonists. One normal and one Djin.

So I tryed to use the implant on each of em. But nothing happened :(. The Djin even lost his origin gens!

And the baby-genes are missing the yellow genes. Means without the yellow metabolism gen it will have 225% hunger when born :/.

So please help. Did I something wrong? I my game bugged? Or working as intended?
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Showing 1-15 of 15 comments
boytype Nov 17, 2022 @ 3:04pm 
I think that Archo- genes (the yellow one) dont pass on to children.
Schakar Nov 17, 2022 @ 3:18pm 
But shouldn't I be able to implant them like you do with Vampiers and the first quest?

And why did the Djin lose all his origin gens?
Last edited by Schakar; Nov 17, 2022 @ 3:19pm
Swordmouse Nov 17, 2022 @ 3:23pm 
Yeah, xenogenes aren't inherited, only germline genes are. I think I read somewhere that you have to put the "implant" gene in the xenogene slot when creating a new species, but I'm not sure.

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.
Last edited by Swordmouse; Nov 17, 2022 @ 3:29pm
Schakar Nov 17, 2022 @ 3:32pm 
Then I still don't understand, why both (normal human and Djin) have NO genes now after I used the implant ability (bit them)?

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 ????
Last edited by Schakar; Nov 17, 2022 @ 3:46pm
Swordmouse Nov 17, 2022 @ 3:41pm 
It could be bugged. Or....

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.
Schakar Nov 17, 2022 @ 3:44pm 
Originally posted by Swordmouse:
It could be bugged. Or....

When you created your custom race, did you put all the abilities in the germline?
Um .... nooo???!?? *question style wtf not sure* :D
Very likely not :(.
Last edited by Schakar; Nov 17, 2022 @ 3:45pm
Swordmouse Nov 17, 2022 @ 3:52pm 
So that would explain why the genie received nothing.

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.
boytype Nov 17, 2022 @ 3:59pm 
It seems like there was a pretty low chance to pass on genes past a certain complexity in the current live patch (before the Cross-Content fixes go live). There might also be a bug or "feature" that makes it actually matter what order you add the genes into the xenotype template, according to some peoples experience.

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!
Last edited by boytype; Nov 17, 2022 @ 4:00pm
Schakar Nov 17, 2022 @ 4:06pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2889915575

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.
Last edited by Schakar; Nov 17, 2022 @ 4:15pm
Swordmouse Nov 17, 2022 @ 4:29pm 
I did a super quick test and added archon genes and enabled "genes can be inherited" which seems to essentially mean whatever xenogene you assemble becomes a germline gene.

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.
Bathory Nov 17, 2022 @ 5:00pm 
I've checked the assembly code for the implant xenogerm ability, and it does indeed only plant the xenogerm. I think with some simple C# magic you could tweak it to copy germline genes instead.
Schakar Nov 17, 2022 @ 5:20pm 
The problem atm is:
- 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 :)
Last edited by Schakar; Nov 17, 2022 @ 5:22pm
Garatgh Deloi Nov 17, 2022 @ 5:28pm 
Originally posted by Schakar:
The problem atm is:
- 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*

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).
Last edited by Garatgh Deloi; Nov 17, 2022 @ 5:41pm
Cian Nov 17, 2022 @ 5:34pm 
Archotech genes can't be inherited, even if marked germline.

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.
Schakar Nov 18, 2022 @ 7:48am 
Originally posted by Cian:
Archotech genes can't be inherited, even if marked germline.

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.
This solved my confusion.

I marked my creation as "inheriable" (vererbbar).
Now they work nearly as I wanted. Thanks.
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Date Posted: Nov 17, 2022 @ 2:50pm
Posts: 15