RimWorld

RimWorld

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Offspring Inherit Xenogenes (Continued)
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Mod, 1.4, 1.5, 1.6
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Jun 11, 2024 @ 2:23pm
Jun 22, 2025 @ 8:57am
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Offspring Inherit Xenogenes (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of Seas mod https://steamcommunity.com/sharedfiles/filedetails/?id=2879792769



[discord.gg]
[github.com]


In vanilla, endogenes ('natural genes') may be inherited by offspring while xenogenes ('artificial genes') may not. This mod changes it so that xenogenes can be inherited by offspring, following the same logic as vanilla - 50% chance if one parent has the xenogene, 100% chance if both parents have it.

Furthermore, this mod changes the likelihood of inheriting archite genes. In vanilla, inheriting archite genes is impossible. Archite gene inheritance probability is calculated using this formula, one per parent additively: 0.5 * (1.0 / (gene_complexity + 1.0)). That means that one parent with the Ageless gene, which has a complexity of 3, would have a 12.5% chance to pass it on - if both parents have it, there's a 25% chance to pass it on.

Plus, all of these values are configurable! So if you want xenogens to be passed on, but at a lower chance, or you want to guarantee or entirely disable archite inheritance, or any other tweaks, just check the mod options!

One last note about how vanilla gene inheritance works, which this mod has not changed: when a pawn is generated, it is assigned a maximum metabolism based on the following logic: 70% chance for 1, 20% chance for 2, 10% chance for 3. A pawn with metabolism 1 will not be able to inherit any genes that would push their total metabolism outside of the range { -1, 1 }. If some of your xenogenes aren't being inherited sometimes, it's because of this mechanic. My other mod removes this system: https://steamcommunity.com/sharedfiles/filedetails/?id=3225695697

Safe to be added to, and removed from, existing saves. Genes are determined by the game at the point of conception, so adding this mod during an existing pregnancy won't change the baby's genes.

Check out my other gene mods!

Hermaphrodite Gene: https://steamcommunity.com/sharedfiles/filedetails/?id=2879035868
Male- and Female- Only Genes: https://steamcommunity.com/sharedfiles/filedetails/?id=2879538186
Femboy Gene: https://steamcommunity.com/sharedfiles/filedetails/?id=2881009626


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: inherited genes
35 Comments
Mlie  [author]
Sep 18 @ 12:31pm 
@Lava There is a section on how to Report Issues described above, please read it
Sep 18 @ 12:28pm 
mod might be broken? children born while mod is active cause crashes. Disabling the mod and allowing a pawn to be born after on the same save works fine, tested a few times with mod on and off. Crashes each time mod is enabled

Baby started 10 jobs in one tick. newJob=LayDown (Job_9347873) A = (153, 0, 136) jobGiver=RimWorld.JobGiver_KeepLyingDown jobList=(Wait (Job_9347853)) (LayDown (Job_9347855) A = (153, 0, 136)) (LayDown (Job_9347857) A = (153, 0, 136)) (LayDown (Job_9347859) A = (153, 0, 136)) (LayDown (Job_9347861) A = (153, 0, 136)) (LayDown (Job_9347863) A = (153, 0, 136)) (LayDown (Job_9347865) A = (153, 0, 136)) (LayDown (Job_9347867) A = (153, 0, 136)) (LayDown (Job_9347869) A = (153, 0, 136)) (LayDown (Job_9347871) A = (153, 0, 136)) (LayDown (Job_9347873) A = (153, 0, 136))
Mlie  [author]
Sep 5 @ 2:53pm 
@Мило I have no plans on expanding the mod
Sep 5 @ 10:59am 
Мной был задан раньше тупой вопрос, тогда мое состояние было немного подзаебаным, но у меня другой вопрос: будет ли улучшен этот мод или разработан новый в будущем, где будет ползунки вероятности наследования генов как от первичного родителя, так и вторичного?
May 9 @ 4:00pm 
You are a godsend, thank you! :lilimok:
Feb 20 @ 2:11am 
Suggestion:
When two xenogene pawns have a child, the baby is still generated as a baseliner or without the correct xenotype. Even though the genes are inherited, the child should be properly marked as the parents’ xenotype (if both parents share it) or as a hybrid xenotype (if parents have different xenotypes, e.g. Genie + Highmate).
Mlie  [author]
Jan 10 @ 9:56pm 
@lizmac21 The description has that info
Jan 10 @ 3:26pm 
just found this mod, very excited! can i add it to my existing game?
Dec 20, 2025 @ 11:46am 
Hi sorry for being a lazy bum and not trying to reproduce, but long story short it was issue with VQE ancients and all pawns inheriting wrong pawnkind, Oskar just pushed a fix on the VQE Ancients mod.
Dec 7, 2025 @ 9:42am 
I'll try to reproduce with minimal mod setup if I find some free time, but previous save with the same modlist I had several hybrid babies with no extraneous archite genes.

When you start the VQE Ancients scenario the pawn you make will get 4 random archite genes, which led me to believe it was VQE Ancients causing the issue as the extra genes are from that mod.