RimWorld

RimWorld

Apostolos Nov 17, 2024 @ 12:07pm
Gene Implanter help. Need idiot proof explanations
I have a damn college degree and I still cannot seem to understand how the gene stuff works no matter how many 'explanations' I have read and studdied. SO, I apparently need someone to explain a couple things like I'm 2 years old.

When starting a new character I loaded up a mod to allow me to custom create my own xenotype. I wanted to do something stupid OP for once on purpose. I was thinking of 40k a Primarch lands on a new planet and begins to make super soldiers over a long period of time. That was my backstory.

However, using the gene implanter archetype I am unable to pass on archite genes which is what I had wanted to do. However, when building the xenotype I cannot for the life of me figure out which genes are ones that I CAN implant to people in the list, and every ♥♥♥♥♥♥♥♥ time i start a new game I always run into the wall where it says I can't implant genes into someone. When I look at my xenotype it has ZERO genes in the bottom of the list showing as Xenogenes and everything as Germline. I have yet to figure out how to PICK Xenogenes at character creation as it only shows germline.

Why does it put sterile in that list anyway? I picked that to help lower the complexity because I was going to use an implanter. What the hell is going on? How do I get a list of either only genes I CAN implant or a mod that allows me to pass on anything if one has been made yet?

I even have NON Archite genese. I would have thought I could have at least implanted those, but no dice, so I'm stumped.
Last edited by Apostolos; Nov 17, 2024 @ 12:12pm
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Showing 1-9 of 9 comments
Choosechee Nov 17, 2024 @ 12:30pm 
You need to tick "Genes are inheritable" or something like that off (maybe it's "Genes are not inheritable", in which case you need to tick it on?) for them to be xenogenes instead of endogenes. Then, the gene implanter should work. It does seem unintuitive now that I think about it. What they mean by inheritable is inheritance to children, not the gene implanter.
MadArtillery Nov 17, 2024 @ 2:26pm 
The Xenogerm vs Germline are an important distinction. Only xenogerms can be implanted, overriding any and all previous xenogenes. Germlines can have Xenogerms layered over them but can not be passed on by implantation at all. Xeno tends to override competing germlines. Children can only inhererit Germlines.

It's a natural part of their genetic code vs an implanted organ to mimic having the xeno genes, with that organ being implanted or replaced completetly with a new one.

Not too familiar with archite genes, I'm only fiddling with starting with them for the first time after many failed attempts to get robotic pawn type mods working.
Last edited by MadArtillery; Nov 17, 2024 @ 2:37pm
Apostolos Nov 17, 2024 @ 2:33pm 
Ya, I understand the difference between the two, but what is odd to me is that during character creation when building a Xenotype there is no way to differentiate which is a Germline and which is a Xenotype. When I do start a game and try to click on the Imprint ability it says my toons always have zero xenogenese even though I have about 30 of them residing on the primary guy. Surely ONE of them has to be a xenogene that can be implanted.
MadArtillery Nov 17, 2024 @ 2:39pm 
Originally posted by Apostolos:
Ya, I understand the difference between the two, but what is odd to me is that during character creation when building a Xenotype there is no way to differentiate which is a Germline and which is a Xenotype. When I do start a game and try to click on the Imprint ability it says my toons always have zero xenogenese even though I have about 30 of them residing on the primary guy. Surely ONE of them has to be a xenogene that can be implanted.
You can, they have different icons and colours, everything is by default xenogerm unless you click heritable then everything you put in as custom is germline. Don't think it's possible to mix them when creating a custom xenotype in pawn selection.

Once on map they will also be differentiated on the hud, divided into completely separate areas if germline vs xenogerm. You can see the grey backing for the germline in a seperate category from the blue back of the xeno. Then the Fancy archites xenogerms get their own back colour. Never seen a germline archite, if that is even possible so dunno what that would look like. The other colours and shapes are just mod stuff ignore them.
https://steamcommunity.com/sharedfiles/filedetails/?id=3367770249
Last edited by MadArtillery; Nov 17, 2024 @ 2:52pm
Steelfleece Nov 17, 2024 @ 3:39pm 
If you want to have both heritable and implanted genes, you need to make the two xenotypes separately. A character can have their inherited genes and an implanted xenogerm which is layered atop it. Can only have one of the latter at a time, whether you're implanting a single gene or a whole complex xenotype.
Apostolos Nov 17, 2024 @ 4:56pm 
OK then one other question, if you have say 5 heritable genes, can you extract them for use on other colonists at a later time? I just took sterile in order to lower the complexity thinking I could just extract them at a later date and plug them into a colonist once I became advanced enough to start building extractor facilities and gene storage banks.
MadArtillery Nov 17, 2024 @ 5:01pm 
Originally posted by Apostolos:
OK then one other question, if you have say 5 heritable genes, can you extract them for use on other colonists at a later time? I just took sterile in order to lower the complexity thinking I could just extract them at a later date and plug them into a colonist once I became advanced enough to start building extractor facilities and gene storage banks.
You can't remove a germline gene, ever. You collect random gene packs that you can use infinitely from gene extraction, it doesn't remove any genes from the person you extracted.

You also can't implant anything at germline ever, a gene is either in your germline at the start or it never will be. Only Xenogerm genes can be replaced or removed as the whole list of xenogerms are removed at once when you implant a new xenogerm. Extracted copies of germline genes will be implanted as a xenogerm as all post birth genes are xenogerm genes.
Last edited by MadArtillery; Nov 17, 2024 @ 5:06pm
Apostolos Nov 17, 2024 @ 5:35pm 
So I basically have to start completely over since all of my genes are all the ones with a grey outline? In other words there is zero way what so ever to pass those abilities on to another toon since he is sterile?
MadArtillery Nov 17, 2024 @ 6:13pm 
Originally posted by Apostolos:
So I basically have to start completely over since all of my genes are all the ones with a grey outline? In other words there is zero way what so ever to pass those abilities on to another toon since he is sterile?

You can extract all of them slowly over the run to make xenogerms from his genes. you'll need to go down the research tree for genes to make xenogerms from the genes copies you extract. Long cooldown for extracting genes nonlethally so it'll be a slow process. Once you have them all it litterally costs nothing to make non archite gene xenogerms so you can make an infinite amount once you have them. If you put archites in it'll be much harder as you'll need a special resource. Can also buy genes from traders and collect from any colonist or prisoner with genes to hopefully speed up the process.
Last edited by MadArtillery; Nov 17, 2024 @ 6:15pm
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Date Posted: Nov 17, 2024 @ 12:07pm
Posts: 9