RimWorld
91 rating
Genetic Drift (Random Genes)
3
2
   
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Mod, 1.4, 1.5
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666.939 KB
6 Nov 2022 @ 10:31am
29 Apr @ 10:16pm
11 Catatan Perubahan ( lihat )
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Genetic Drift (Random Genes)

Dalam koleksi 1 dari ARR624
Dynamicism
Item 3
Deskripsi
Allows configurable random genes and genetic mutations for newborns and/or randomly-generated pawns (primarily traders, raiders, and such, but also including, optionally, those generated in the starting scenario). You can set the number of maximum genes of both kinds and their probabilities. There is also an option to scale the chance if minor or major cell instability genes are present. Genes are selected randomly from pools which you can set but which by default include all non-archite genes available, including those from mods.

The option for newborns was created to add an avenue for genetic variation in same-xenotype colonies besides implantation or hybridization with other xenotypes. This way, your tribal, generational runs can benefit from the new mechanic, too.

The option for adults is a nice way to add more variety to encountered pawns. There is an option to apply the mutations only to Baseliners.

Custom pools of genes are configured by creating a custom xenotype with all desired potential genes. A xenotype editor with all vanilla restrictions removed is included in the configuration menu to make this easier.

Should be safe to add and remove to/from existing saves.
Diskusi Populer Lihat Semua (2)
0
20 Mei @ 6:14pm
Broken worldgen
Sparky T. Fluffbutt
0
8 Agu 2023 @ 12:39pm
Custom Gene Pools
Tormènt
64 Komentar
Jippy 11 Mei @ 3:28pm 
Love this! Good work with the mod!
Phil42 11 Mei @ 11:48am 
I've just recently discovered this mod and it's honestly one the most fun I've ever played with. So many unique little changes can happen to pawns that just give them so much more personality. Thanks a lot for making this.
Doomer Man 5 Mei @ 10:31am 
Idea for Gene lists:
Have a option to add genes to whitelist and add genes to black list option that allows you to select by xenotype and it adds to the list, it then runs the whitelist followed by blacklist to give a result of valid genes to be allowed on the list for the mod. this way you can have more flexibility with larger gene pools and makes it easier to make larger lists of allowed and disallowed rather than a single xenotype for an allowed list.
Doomer Man 5 Mei @ 12:01am 
I noticed that if a Pawn for some reason gets any of the head gene options from Outland - Genetics it breaks the games render process until I manually update the pawn in question with another head using pawn editor or removing them using dev mode, is there a way to just blacklist some genes? or do I need ot add every gene to a single xenotype but the few that break it ?
Vethrath 30 Apr @ 1:39pm 
Thanks for the clue about invalid xenotypes. After adding this mod world generation wasn't working (only 1 settlement would be created) and I couldn't figure out how a conflict could be occurring. Deleting everything in my 'Xenotypes' folder in %appdata% resolved the issue. Happy to finally start a new playthrough. Thanks again for the great mod.
slurpme223300 29 Apr @ 11:02pm 
thanks i'll see if it works...
ARR624  [pembuat] 29 Apr @ 10:18pm 
@slurpme223300: I can't be sure, but I suspect you have an invalid (e.g. moved or deleted) xenotype assigned to one of your gene pools. I've updated the mod to add some fallback handling in that case.
slurpme223300 29 Apr @ 5:28pm 
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
slurpme223300 29 Apr @ 5:28pm 
RimWorld.FactionGenerator:CreateFactionAndAddToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:AddFactionToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld (System.Collections.Generic.List`1<RimWorld.FactionDef>)
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh (string)
RimWorld.Planet.WorldGenerator:GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature,RimWorld.Planet.OverallPopulation,System.Collections.Generic.List`1<RimWorld.FactionDef>,single)
RimWorld.Page_CreateWorldParams:<CanDoNext>b__19_0 ()
slurpme223300 29 Apr @ 5:27pm 
(Verse.Pawn,RimWorld.XenotypeDef,Verse.PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest)
RimWorld.Faction:TryGenerateNewLeader ()
RimWorld.FactionGenerator:NewGeneratedFaction (RimWorld.FactionGeneratorParms)