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Also, two minor suggestions:
1. Customizable primary parent values for inheritance, as right now inheritance appears to be either: both parents' genes are inherited at 100%, or one parent disproportionately affects the child's genome (100% for primary parent, barring overrides from secondary that are randomly inherited?), based on config.
2. An FAQ would be nice
That all being said, great job making a mod that fixes a lot of the issues with inheritance in vanilla.
Just set the mod config to inherit 100% of both.
Keep in mind that unless you're using mods that reduce gene costs it may run over budget. Also conflicting genes will always get overwritten (E.g. Strong Immunity + Perfect Immunity)
Is there a way to make it so the dominant gene xenotype is inherited along with everything else when using dominant genes? I mean I can just use character editor to fix any kids who come out baseliner, but it'd be cool to not need to do that.
the problem is i have to wait 30 ingame days for the child too be born so testing it is slow as hell
That is from a mod as well, right? If so it depends on how the modder coded it. :)
It doesn't work for things that have their own method for calculating genes, which the chestburster gene does, iirc.
Hive colonists have a nasty problem of constantly being "Mutants" according too the game due too the 25% gene inheritance from the victim chance.
1. It randomizes between those ranges, but the final result is clamped to 0%-100%.
2. Yes, that is possible. I think I already do that, but I'm not completely sure.
1) In the settings, you can move the "Max percent from second parent" past 100% up to 200%. What does that mean? How would inheriting 200% of their genes do anything?
2) Is it possible to make it so that a child can't inherit genes with "Requires X" unless it also inherits X? For example if you inherit hemogen powers that require hemogen to use but you don't have the hemogen gene, then you can't use the powers but you still pay the metabolism cost for all those useless genes.
But its still possible and the inbred gene exists.
But im sorry, i confused this mod with
https://steamcommunity.com/sharedfiles/filedetails/?id=2881479142
which is what i am actualy using.
Probably not no. I only check the parents genes. Though Iirc. Rimworld doesn't normally let pawns that are blood relatives get into relationships to begin with.
with the inbreed gene?
Because im not getting any.
Yes, you can mix and match genes over multiple generations.
That is correct.
The only exception is mods that add alternate pregnancies (e.g. eggs) since they may have their own logic instead.
Primary would mean that the primary parents genes will always be inherited excepting any genes that ended up overwritten by a randomly migrated gene from the Secondary parent.
@AGrey
This mod patches the event to check the parents. It is possible Alpha Genes is grabbing a random other pawn for Asexual Fission.
@Huehuecóyotl
You' have to patch the "Binary" gene unto every xenotype in that case. It would be fairly simple as a patch operation if you don't me writing one of those though.
@Colossus of Chodes
That is unfortunately a bit beyond the scope of this mod. Vanilla Expanded has a version of that gene that works for endogenes though,
One of the genes allows pawns to reproduce asexually - they just pop out a baby every 25 days.
But for some reason, the baby had all of the genes from its parent, and all of the genes from a completely random colonist who wasn't even in a relationship with the parent (who had actually joined the colony just days prior, so I know for a fact that they didn't have sex at any point)
Not sure if this is from your inheritance mod, or if this is a problem with Alpha genes.
That is to say, if I have mods that add custom genotypes, will I need to character editor the dominant/recessive genes manually into everyone I recruit or will it happen automatically?
I'm trying to find a mod that just nullifies the hybrid genes system entirely and forces the baby to just be one of the parents' genotypes, and so far this looks like the most promising option and I'm hopeful.
This doesn't do anything to animals, so that seems very unlikely.
@Arky
I honestly don't see much of a point to doing so. The vanilla system is heavily flawed and prone to breaking, I think. I'd rather not risk getting bug reports due to issues with Ludeon's own troubled inheritance implementation.
@Lethes
Noted. I'll have a look when I'm back at some point when I'm back at my proper computer. :)
The part where you calculate the number of genes to transfer.
And looking at the code, you also copy every gene from ParentA, then only after you add a subset of parent B's genes
How to reproduce the issue ?
Use the mod "Character Editor", then add a new pregnancy via the Health bar
I probably made some dumb mistake somewhere when adding a feature some days back.
What comments in the code were outdated btw?
How do you reproduce the issue? When I tested it things worked fine.
I have the same problem, except sometimes you will have a pawn with mixed genes.
Also, looking at your code, you don't do what is actually written in comment. You probably need to refactor that part.
Not seeing any issues here:
https://imgur.com/lPJ4vN3
Are you sure you don't have something like the "dominant gene" on either parent?
Anything I can do to help fix this issue? Is this a known problem?