Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyone know how to fix this?
Will this mod be updated to 1.5?
Would you consider looking into a way to have child aging factor genes stack with the growth vat's base 20x aging speed, or perhaps a gene to increase growth vat aging speed like the ideo precept?"
+1
Ah well, is what it is. Ignore everything I've posted :P
Would just loading both of your mods solve the issue in the short term or would the duplicated references cause issues? My hope is it would just overwrite and use the same ID's or w/e, but idk much about modding with rimworld yet
Would love to see these made compatible, but no idea if that's easier on your end or the other authors mod (probably theirs I would assume)
Thank you very much!
jmbc_15, the full list is in the description above, you can also see them all in game of course, none of locked behind anything. The mod does not force any traits, it works just with raw values of the pawn, thus allowing for a xenogroup that are naturally beautiful, but who are also capable of being more beautiful or ugly within the group, like normal humans would be. As far adding mid-game, I have no idea (don't believe it should though), but worst case scenario you could make a backup and load it in and see what happens. If it borks your game let me know and I'll warn others in the description.
Proxyer, I really appreciate the effort in making the translation, I linked your mod and the other current translations in the description for those who might need it.
[1.4] [Sub-MOD] Biotech Gene Variety add Japanese Translation
https://steamcommunity.com/sharedfiles/filedetails/?id=2891239691
Does this adds genetics that forces traits?
Is this safe to add mid-game?
or it going to be until i gonne study them
real science shit is going here, and its kinde nice touch on the topic
There is a Float value in Verse.RaceProperties called "FoodLevelPercentageWantEat" which may offer a solution to that problem. It carries the values for different diets (Herbivorous, Ovivorous, Carnivorous, etc) and tells them at what percentage of their total hunger level they will begin searching for food.
You can use harmony to patch in a new gene, say Insectivorous in Verse.DietCategory.
Adjust the max level with an override in Rimworld.Need_Food.MaxLevel
and finally set the percentage of when to search for food by harmony patching in the category to RaceProperties.FoodLevelPercentageWantEat
case DietCategory.Insectivorous:
return 0.55f
for example.
Lucallia, I'd be pretty surprised if my mods messed with filtering, as nothing in my mods does anything with any of that, but if others can replicate the issue I'll take a look and see if I can figure it out for sure. Either way thanks for the feedback.
The implementation might be quite complex, not sure if its doable in XML, might be a C# thing
But in this case the math would either be to increase the max hunger the pawn can store(i'm not sure how the math with hunger rate would work out),
or some sort of multiplier to nutrient intake based on the hunger rate from the genes, then reduce the effective hunger rate.
The pain is to keep the hunger change neutral, So a pawn with 200% hunger rate gets half the nutrition from food for example, while their real hunger rate is normal, instead of eating twice as often they eat twice as much, possibly more if its op since it simplifies the logistics to an extent.
or make a hemogen bar that acts like a 2nd hunger bar, draining into the main. maybe even slow them down if full.
Also, I think we need to open discussion thread for easier tracking of ideas.
Kosmischer, I actually intentionally avoided the hunger gene because technically most genes are hunger genes given that many impact metabolism, just felt like double dipping at the time, since reducing overall speed would act as a multiplier against metabolic inefficiency. I appreciate the suggestion though.
Shady, your points are valid and I can't disagree with that. Best as I can tell, without hyphenating the name with scientific + effect or just swapping to outright effect, there's no easy way to hover and see the gene effects, which brings me back to my original issue, which is that I'm not yet competent enough to implement an options menu (C# versus XML), because if I was I'd add a toggle between scientific, scientific + effect, and effect. If I someday reach that point, I'll be happy to add those options though. Thanks for your thoughtful feedback though, it is appreciated food for thought.
I feel like a good middle ground would be to have a bracket besides the name for example CNSC4(Conciousness+4%).
Another alternative is to include those names in the description and have a setting to swap between the science names and intuitive names.
Yeah its a divisive hill as it is a fight between smooth intuitive gameplay, and immersion with the science names
It's why some games use names like "sniper" "pistol", because not everyone can smoothly decode its function and they have to divert their attention to finding out what it is
I love the extra effort you put in the descriptions and stuff too, explaining what the gene does to the body that causes the effect instead of just "it gives u 20%"
RdngShotgn, some pretty cool ideas in there, if you end up messing around and making them into a mod, please share them on here, I'd love to check it out.
Just as an update: Added compatibility to the Biotech Cloning mod Clone Extractor so that it can make use of the buildings from this mod, for people that care to run both.