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In their case, it obeys the dominant gene set, but still labels the babies as Baseliners.
I've heard this might be a Character Editor issue, but switching to the other one (can't remember the name atm) has issues with some mods I have.
Any suggestions there, or am I just stuck reapplying genes thru Character Editor?
Alpha Genes has their own logic for the eggs. Same with stuff like the AG parasitic implantation.
The Queen has the recessive gene and set to not inheritable genes (xenogerm).
The Drone has the dominant gene and set to inheritable genes (endogerm).
The idea is that the Queen only produces Drones via eggs (alpha genes I think?), but the game is still throwing "baseliner" babies with genes that stray from my Drone species when they hatch. I've had to resort to using Character Editor to fix the genes.
This mod's settings are the following:
Min % from second parent: 0.10
Max % from second parent: 1.00
Xenogenes can be inherited: 0.00
Archite genes shared by both: (Yes)
Lowest permitted metabolism: 0 (Both parents have flat 0 metabolism)
How do I make the game understand I want the babies to be the Drone species only?
That's the benefit of mods, you can pick the one you prefer. :D
As for: "when overridden by a competing one as that means the gene cant turn up later as the dominant one in one of the descendants."
Ideally the game would track recessive genes to handle such thing, but for the typical rimworld game, where you rarely see more than one or two generations I think this works fine.
No solution is going to end up perfect, and my main goal is always whatever I believe plays and feels best within the scope of a rimworld typical run.
https://steamcommunity.com/sharedfiles/filedetails/?id=3225695697
instead of yours. I dont want a main parent. And i dont want genes to be lost
when overridden by a competing one as that means the gene cant turn up later as the dominant one in one of the descendants.
A simple 50% chance per parent per gene makes for far more interesting long-term breeding.
I do understand your reasoning with mixed Xenotypes failing a 50% roll on either parents gene
and thus ending up with the human version of that bodypart.
But that is a price im willing to pay to get the important stuff passed on properly.
Thing is, lost genes isn't... lost genes.
If you lose trotter hands you gain human hands.
If you lose an insectoid mantis head you gain exactly a human's head complete with teeth and all.
If an slime that reproduces via division loses that gene they gain the exact reproduction mechanism of a human.
- - -
If a lost gene meant drifting towards some sort of generic default it would have been different ofc, but that isn't really the case.
For that reason I think the best way to handle "lost" genes is by removing genes that get overridden or fail to carry over from the second parent.
Finally, dramatic non-crippling/killing mutations in nature are rare. It is far more likely to lose a because a gene from another parent took that place.
Instead, I'd recommend an altered algorithm somewhat based on vanilla (but much less restrictive). First, all genes shared by both parents are automatically inherited. Next, the metabolic complexity of the child is computed and compared to the average of the two parents, with some random slush (say +- 20%?). Non-shared genes are randomly added until the child reaches that threshold. All remaining non-shared genes then have a 50% chance of being added (or perhaps, if you want to get fancy, a scaling reduction based on how many were forced in by metabolic threshold). Net is that the average metabolic complexity would tend towards the average of all ancestors.
100% isn't always optimal, though I see your reasoning, because that means that you end up with "yattakin plus" kinds of hybrids instead of "yattakin+impid hybrid" kinds of hybrids.
100% orc +15% goblin + 15% hobgoblin + 15% goblin... etc, as opposed to ~33% orc ~33% goblin ~33% hobgoblin. While it's possible that some traits may be lost due to the low population size, that can happen in nature as well due to random chance (again, in small populations). The saving grace against that possiblity is that siblings could carry that gene instead.
But anyways, that's just one way of looking at it, and my personal reasoning as to why a primary parent inheritance slider makes sense as a config option.