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Thank you for the solid answer though. I'd been playing with the mod active since I'd posted here without issue just dreading something going wrong lol
so in my current run I've a Customised VRE-Insector race with a "Queen" type that uses Parthenogenasis to Self impregnate the Chest burst prisoners to get more babies. The Ideologion they follow preffers their custom Xenotype but thats not happening because all the babies are "born" as Baseliners DESPITE being "Purebread" Custon Insectors.
so does this mod stop baseliner babies between custom Xenotypes?
Noted, I'll make a note to make sure that doesn't happen.
@Eclair
Working as intended then?
The percentage is of the second parent. If you set it to 0% it will be 100% of the first parent.
Meanwhile 100% means 100% of the second parent, meaning all of their genes will be applied (and override any conflicting from the first).
I'm not sure what you're saying happens with the VRE Wasters?
Because the CE page says the only mods that need a patch are mods that "add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions)"
Yup, that was exactly it, thank you!
Haven't really 'played' with the mod yet, new colony, with no kids yet etc, so i haven't seen it in action 😅 And from the description i (mis)understood that inherited xenogenes remains 'xeno' in the babies too.
also, the idea of a fragile runner and a slow tank giving birth to a glass slug baby that only needs to eat once a week is pretty funny
All the genes will become endogenes/germline for the baby. No babies are born with xenogenes.
Or were you asking something else? I'm not sure if I'm reading the question right.
@Ridigan
Yes, that is correct. The reason for using one parent as the "base" is to make sure the children will gravitate towards one or the other.
Ludeon's 50%/50% chance basically means children will slowly gravitate towards baseliners without genes. If you go back a few pages here I think the was a discussion about this.
Re: high metabolism
Yes, they can end up with a very positive metabolism. This may happen if you for example breed a fragile speedster with a sluggish tank. You may end up with a fragile slug with amazing metabolic efficiency.
Could we (or do we) have the option to make inherited xenogenes "naturalized", meaning inherited xenogenes (if enabled) then become endogenes and part of the pawns 'core' germline.
Anything wrong with that reading? Just making sure I'm reading this correctly.
Thanks, this solution worked.
Try deleting your old mod config for the mod. It has an invalid value in there.
And maybe try resubbing, because I think the key to that one should have changed to avoid that issue.
Exception parsing node <inheritArchiteGenes>False</inheritArchiteGenes> into a System.Single:
System.FormatException: Input string was not in a correct format.
[Ref 335A9D4C]
at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey)...
Lots of ifs an dwhens but I think I got you :p
If both parents are of the same xenotype/custom xenotype it should avoid hybrids.
100% second parent's gene could create a hybrid simply due to having a bunch of _extra_ genes neither parent's xeno possesses.
@Natrukei [ ]
This mod replaces all gene inheritance logic in Rimworld for regular pregnancies (stuff like Alpha Genes parasitic implantation not included...).
The two mods you name modify Ludeon's code, but since that never gets run for regular pregnancies they won't do much in those cases.
Let's end the 2x xenos breeding "Baseliner" babies once and for all! (hopefully).
Also various fallback to try to find a proper icon.
Possibly by editing the setting file's xml and then making sure not to open the setting window again. ^_^;;
But if you need less than -99 you probably want one of the mods that just makes all genes cost 0 instead. :)
Also, if not quite hitting that threshold they will be labeled a "hybrid [xenotype]" instead of just hybrid. E.g. "Hybrid Nekomata", "Hybrid Yttakin", ...
@Otoya
It already has settings for metabolism going all the way to 99.
@whitecloud67, abc
Looks like a mod setting is scribed to the wrong value. Probably from an old install of this mod. I tried swapping that save-key to fix it for people in the future.
@ShadowX116
The "Baseliner" issue should be fixed now.
That's the problem you currently face with Rimdark, and so do I.
Here's the stack trace https://pastebin.com/5DhNF2fW
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.
The primary parent will always be 100%, otherwise they'd randomly lose genes.
Losing genes entirely would basically make them drift towards baseliners (remember, no genes at all means you're a basic human), and it doesn't make sense that breeding a bunch of orcs, goblins, and hobgoblins together would eventually result in a human after a few dozen generations.
It is always 100% if both parents have a gene, assuming there are no conflicting genes.
100% of the primary (randomly picked usually) parent's genes are always applied, but can get overriden by the second parent.
E.g. Pigskin Impid hybrid child may lose strong immuity due to the impid ending up the second parent and hitting the 50% chance to force-transfer weak immunity.