RimWorld

RimWorld

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Better Gene Inheritance
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Mod, 1.4, 1.5, 1.6
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6. říj. 2023 v 12.31
18. srp. v 13.06
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Better Gene Inheritance

V 2 kolekcích od uživatele RedMattis
Red's Workshop Mods
45 položek
Quality of Life & Base Pack
69 položek
Popis
[www.patreon.com]

Much improved gene inheritance for Biotech.

I made this mod because I wasn't quite satisfied with the various gene inheritance mods already on the workshop.

With this mod you will get less babies skipping most of their parents genes and overall more logical inheritance.

In summary: better gene inheritance results.


Settings





You can set xenogene inheritance, archite gene inheritance, amount inherited from the (random) secondary parent, etc.


Details

If you really want to know how it works...

Unlike vanilla this mod will not give you a bunch of babies with 20% of their parents genes and a metabolism of 225%.

It will build up a list of semi-random genes to inherit, this list will also always include every shared by both parents. If the metabolism ends up too high it will remove genes with a metabolism cost; preferring those not shared by both parents.

If one parent has no genes with metabolism and are flagged as a baseliner then they will by default be used as the primary parent, meaning a random % of the other parent will be migrated over, this is to avoid combinations with baseliners sometimes creating babies with 100% of the other parent's genes.

Xenotypes, Runtime Xenotypes, and Custom user Xenotypes

The mod will now aggressively try to assign xenotypes. Even if the match isn't perfect the game will consider them to belong to the xenotype, which is important for ideologies.

if the child is too far away (less than 80% similar) to a xenotype of a parent they will be classified as a Hybrid, as in the image above, but the game will try to track down a suitable user-pickable icon if possible.

No more weird gene-stuffed baseliers babies

The game will take runtime-made xenotypes and user-made Custom Xenotypes into account for children using similar logic to the above. No more VampNekoMaid xenotypes breeding near-identical children that are somehow "Baseliners".



Inheritance Genes



By popular request there are now a few genes that modify how inheritance works.

Recessive and Dominant Genes
If a parent has dominant genes only their genes will be passed out and vice versa for recessive genes. If both have dominant/recessive genes it is random as usual.

Compatible with the genes from Vanilla Races Expanded - Highmate

Primary and Secondary Genes
Similar to the above, except instead of passing on only one set of genes, the genes of a character with "Primary Genes" will be considered the primary parent, and unless metabolism is too high all valid genes will try to be passed on. Note that genes from the other parent can still overwrite genes from the primary parent.

Secondary Genes of course does the opposite.

Binary Inheritance
The Binary Inheritance gene, if applied to BOTH parents will make it so an entire gene set from one parent will be picked at random. Suitable for xenotypes with castes or extreme sexual dimorphism.


Other Features


The mod will automatically try to swap the displayed xenotype if enough genes are shared with either parent.
In middling situations they will be labeled a "hybrid [xenotype]" based on what they inherited most of, e.g. "Hybrid Nekomata", "Hybrid Yttakin", "Hyrid Impid", ...

This can be considered a fix to the dreaded "Baseliner" or "Hybrid" issue that happens a lot in vanilla


Final Word


Let me know if you have thoughts, feedback, any kind of issues, and so on.

Mod Discord
[discord.gg][ko-fi.com]
Počet komentářů: 289
Hugalafutro před 2 hodinami 
It is Ancients! All pawns in save have wrong pawnkind VQE_Patient instead of Colonist which causes every newly created baby to pick up the genes form the mod. Look at Ancients thread there's a guy who replied to me who explains it better.
Hugalafutro před 9 hodinami 
I think my issue is really related to the VQE Ancients as I'm getting consistent gene mix otherwise with no other extra genes but the supersoldier genes. I made a save before next baby was born,

inspect baby genes - no extra genes
set the slider in this mod options to 0, load save, let baby be born - extra 4 supersoldier genes
set the slider in this mod options to -99, load save, let baby be born - same endogenes and random 4 supersoldier genes.
jakulfrostie 18. pro. v 13.44 
I think what it actually does is if the efficiency is too low it picks a colonist or maybe just a world pawn in general? to be a hidden third parent at birth, and mixes those genes in.

Cuz one of the times I loaded that birth the baby had Charmweaver genes, and the only charmweaver I had come across had been a lone visitor to the colony. Another time the baby had Guarlenkin genes and I do have a Guarlenkin colonist.
jakulfrostie 18. pro. v 8.38 
@Hugalafutro when i was testing to see what the issue was I had a save right before my pawn went into labour so I got to see a lot of different combinations for the same baby. What I think is happening is the game sees the setting of (in my case) -2 as the threshold for gene efficiency. But when checking the baby’s genes while the mom is still pregnant the baby had a gene efficiency of -3, past the threshold I had set. The game sees this and decides to add random genes to compensate to raise the efficiency but *over compensates* leading to a high positive efficiency.

I saw a lot of +12 or +17, etc, but never anything that was below -2.

So when I changed the setting to match efficiency to what the baby was supposed to have, the baby came out how it was meant to with no added genes
Hugalafutro 18. pro. v 6.00 
@jakulfrostie mine was at -4 I bumped it up to -3 we'll see when the next bean pops out.

The babies are getting out of hand :D Venator father, bruxa mother, supersoldier genes of which negative includes catastrophic unstable mutation: https://steamcommunity.com/sharedfiles/filedetails/?id=3626091417
jakulfrostie 17. pro. v 17.51 
I was having the same issue as Hugalafutro but I noticed when I was looking in the settings that my lowest permitted effeciency was set at -2 but the baby's genes were projected at -3. I ticked the slider down to -3 and next time the birth loaded the baby had the proper genes, so I think it's an issue with that setting.
Hugalafutro 16. pro. v 0.14 
The extra genes generation happens at birth, at conception the baby has correct mix of genes, once born it picks up random genes

baseliner father, vre hussar mother neither of them have the supersoldier genes

at conception: https://steamcommunity.com/sharedfiles/filedetails/?id=3624879154
after birth: https://steamcommunity.com/sharedfiles/filedetails/?id=3624879363
Hugalafutro 14. pro. v 6.53 
A kid of a dirtmole pawn with the superpower genes and a Bruxa ends up with 4 extra genes as well https://steamcommunity.com/sharedfiles/filedetails/?id=3623815458
Hugalafutro 13. pro. v 2.49 
I tried this and other gene inheritance mods, but in all cases when playing the VQE Ancients scenario start, babies born to NON-supesoldiers pawns (ie neither of the parents are the starting pawn or the pawn you find in the vault nor do either of the parents have the superpower genes) randomly pick up the 2 supersoldier genes and 2 random negatives.

This is from Nereid father and Genie mother. Father was random pawn joiner, mother was captured from enemy raid if that matters https://steamcommunity.com/sharedfiles/filedetails/?id=3622941225
Zorelmo 11. pro. v 6.51 
it also picks random gene when a baby is born from an egg from alpha genes