RimWorld

RimWorld

Animal Genetics (Continued)
156 Comments
SilverShade Jun 15 @ 9:50am 
seems to work in 1.6
Mlie  [author] May 27 @ 10:11pm 
@Undead Adventurer There is a standard deviation you can modify if that helps
Undead Adventurer May 27 @ 6:29pm 
Im wondering about a silly animal themed playthrough where I use animals alone for combat. My main worry is an inability for it to scale. I saw you mention diminishing returns from breeding in one comment, is there a setting for that or would I have to edit the mod myself somehow?
GULÉ🏠 Apr 18 @ 11:51pm 
@Mlie Okay, thanks for replying and thanks for the mod! :praisesun:
Mlie  [author] Apr 18 @ 11:43pm 
@GULÉ🏠 Not really, unless you modify your save file manually
GULÉ🏠 Apr 18 @ 11:38pm 
@Mlie if I want to cheat in my own game and make a specific cow have like 500x meat genetics, is that possible to do in some mod menu?
Mlie  [author] Feb 28 @ 11:08am 
@SaMaHaJoGu Please see the Reporting Issues section described above
SaMaHaJoGu Feb 28 @ 11:04am 
The mod seems to default to trying to show the whole world's animals upon every reload: colony, wild, and other factions when I only need "colony". Sorted via RimSort.
Tirith Amar Jan 4 @ 12:34pm 
How about it existing for animals that dont produce resources?

Or making a cap for those on animals that produce resources.

And even then, it still takes effort to breed an animal and making it more efficient.
Mlie  [author] Jan 4 @ 12:20pm 
@Tirith Amar Not sure, feels like it would act as an exponential multiplier for the animals to require less resources apart from already producing more.
Tirith Amar Jan 4 @ 12:13pm 
Any chance you could metabolism as a stat?
Mlie  [author] Dec 31, 2024 @ 11:29pm 
@blackrave Not sure there are any hard cap but the changes will be smaller the higher/lower from the standard deviation
blackrave Dec 31, 2024 @ 6:27pm 
Is there some hard limit how high genetics can go?
Currently at 160% milk for my cows and wondering how high genes can go.
ilyvion Sep 18, 2024 @ 3:05am 
@Mlie Author of Colony Manager Redux here -- I'll look into this entirely on my end first; I'll let you know if I can't do it all by myself.
Moncho Sep 17, 2024 @ 11:19pm 
Like the other commenters I would be overjoyed if this mod had compatibility with the colony manger like it used to. But unlike the other two I use Colony Manager Redux (https://steamcommunity.com/sharedfiles/filedetails/?id=3310027356) . I believe it is a rewritten version of Fluffy's Colony Manager that supports 1.5 and has active support.
darms Aug 6, 2024 @ 8:16am 
second that wish for the compatibility with the colony manager fork below! I recall many years ago either fluffy or the OG animal genetics mod had it patched to be compatible (last time i checked it was like 1.1), so you could select the colony manager to prioritize certain traits for not culling,
Mlie  [author] Aug 4, 2024 @ 11:00pm 
@19 Crows Can you link to that mod?
19 Crows Aug 4, 2024 @ 9:09pm 
It would be amazing to see integration between this and the colony manager fork by 'We're in heaven'
Sparky T. Fluffbutt Jun 21, 2024 @ 3:48am 
@Ceratophora I had this issue too. A workaround is getting one of the mods to change the maximum stack size in a stockpile. I have an incubation room that's just a big stockpile with the maximum stack set to 1. Pawns will automatically split the stacks when hauling.

It would be cool if the check for an animal being born from an egg did it per animal and not per egg stack
Ceratophora May 6, 2024 @ 5:02pm 
I noticed that when eggs are merged together as a stack, even if they are from different parents, all new born inherit the same genes, treating it like they are from the same parent.
Saxon May 5, 2024 @ 4:56am 
All toxalopes seem to have 100% stats in everything, not sure why that is. I tested with wasterats too but they are working fine with random stats.
babyblue Apr 30, 2024 @ 1:00pm 
if you, Mlie, ever even touch the mods you are so diligently updating (pardon my ignorance), may i recommend a simple fix where that calculation (HealthMultiplier x DamageMultiplier x ... x MilkMultilplier) is put to the 0,5th power (square root)? this would give a much more reasonable scaling...
babyblue Apr 29, 2024 @ 11:59am 
i would like to second this, @Tirith Amar. after a few years of breeding, my guinea pigs have reached a price multiplier of 70000%, so they sell for around 80k a piece. that's just broken.
Tirith Amar Apr 27, 2024 @ 2:37am 
I like this mod, thank you for keeping it updated ^^.

Could you change the genetic price multiplier?

I have a bred a tortoise worth 900 silver.
A wild stallion which has price multiplier genetics of 200%, 3 stats around ~120% the rest on ~100%.

A wild boomalop worth 3k.

Another suggestion would be to allow making the bell curve smaller (less extreme outliers).
Mlie  [author] Apr 23, 2024 @ 10:09pm 
@Arkitekt Origins No, I dont think the human-part of the mod is fully finished
Richard Apr 23, 2024 @ 6:22pm 
I don't think genes are inherited by humans. I had a mother with like 20% health and thankfully the baby didn't inherit but it also doesn't show the mother and father in the baby's genetics tab
Kyrox Apr 15, 2024 @ 1:24pm 
I remember this mod breaking and causing massive issues in 1.3. It looks like a great mod to add complexity to breeding animals for various things. Although my history with the mod really makes me hesitant to try it again. Is this still incompatible with Animal Tab?
TraditionalHoney Apr 14, 2024 @ 9:38am 
I cant play without this mod. Ty so much for updating when its done <3
denszabee Apr 12, 2024 @ 10:03am 
@Mlie Amazing!!!!!!! can't wait! good job man!
Mlie  [author] Apr 12, 2024 @ 9:50am 
@denszabee Updating all my mods, progress posted on Discord
denszabee Apr 12, 2024 @ 9:46am 
Hi!! thank you soooo much for this mod! is there a 1.5 version scheduled in the future?
Mlie  [author] Mar 6, 2024 @ 12:57am 
@slurpme223300 Please see the Reporting Issues section described above
slurpme223300 Mar 6, 2024 @ 12:48am 
This crashed for me?
Olyndra Mar 3, 2024 @ 7:07pm 
I would love to see a mod for animal genetics based on the biotech system. And maybe one for plants that has seeds please functionality built-in, but I imagine that'd be trickier to do, as you'd need a way to specify plant products. I suppose you could just make a gene for each product and then that way you could harvest multiple products from plants and maybe instead of metabolic efficiency, you'd have growth time.
Mlie  [author] Feb 26, 2024 @ 1:49pm 
@had They are not in my tests, see reporting issues above for help in finding your issue
had Feb 26, 2024 @ 1:46pm 
Any suggestion why all genes on all animals always 100%?
Belisario Feb 26, 2024 @ 4:58am 
@Solorah

Keep in mind that Fluffy mods are outdated and the vast majority, removing some like the loading screens like r/ShitRimworldSays that work (although it depends on Beter Loading which is also outdated, although I think it works well) generally cause a lot of problems. compatibility.
Mlie  [author] Feb 20, 2024 @ 11:33am 
@Solorah I didnt play with the mod then, do you recall what the compatibility were supposed to do?
Solorah Feb 19, 2024 @ 4:54pm 
Hello @Mlie , thank you so much for your work on keeping our favorite mods running. I have a request- in this original mod there was support for colony manager by fluffy as seen in the last change notes from 2021, but it no longer seems to be working. Would it be a lot of trouble to make it work again?
Frog Z. Feb 13, 2024 @ 9:55pm 
Hello, I have attempted to enable the option for human genetics, and it seems that it does not work. New babies will have their genes generated randomly, instead of inheriting their parents' genes. Anyone experiencing the same issue?
Target Jan 4, 2024 @ 6:46am 
Anyone experienced a bug which caused all animals on the map to spawn with the same genes?
Mlie  [author] Dec 22, 2023 @ 11:56am 
@UncleRippu Should be fixed now, resource yields will not result in less than 1 resource
UncleRippu Dec 22, 2023 @ 9:01am 
I had the same egg problem as DeeHasApples, at first I thought it was a bug, but its happened in two different saves.
Lulices Dec 14, 2023 @ 2:04pm 
@DeeHasApples I have the same problem with ppphy Demigryph and I test it indeed if resource yield is below 100 egg just go poof
Mlie  [author] Dec 5, 2023 @ 2:10am 
@Rexstriker Does not surprise me, the stack is actually just one object with a counter. So it only triggers the birthing once.
Rexstriker Dec 5, 2023 @ 2:04am 
It seems to me that any stack of chicken eggs end up producing a set of clones gene wise
Mlie  [author] Nov 15, 2023 @ 9:56pm 
@DeeHasApples Never seen it in my tests so cant say
DeeHasApples Nov 15, 2023 @ 7:52pm 
Is it possible that if I have a chicken with resource yield at 97% that it would prevent my hen from laying eggs? I have a pair, and when she goes to lay an egg nothing happens, and I'm trying to figure out why.
frommoses Nov 9, 2023 @ 5:24am 
Do you think there s a way to do that?