RimWorld

RimWorld

Random Genetics Framework
5 Comments
arget03 May 17 @ 7:43pm 
Thank you for this. I've finally got it to where I made some random genes, that will choose from a set of 3-4, to help with my avian chick xenotypes. It makes it much easier. I also don't need as many separate xenotypes.
Halicade  [author] May 5 @ 7:13pm 
I should be able to do a hidden option. Will probably push something out this weekend.
Dr Jimothy May 5 @ 6:31pm 
Is there any, say, "hidden" option for making it the case that a player can't see what genes they might get from a gene?
I'm interested in the idea of 2 identical "mystery" genes that players can't tell apart.
One gene can turn into any random non-archite gene. I can kinda see that already with the gambling gene.
The other can turn into any of a collection of purely harmful (like inbred) genes.
You see, I like my gambling high-stakes.

I love the idea that one or both of these genes could randomly appear in genepacks and pawns on gene extraction (gene-extracting baseliners goes brr), xenogerms on creation, and genepacks used to make xenogerms (encouraging player to have "spares" in case of mutations rather than extra copies of genes being worthless).
For now tho, I'll enjoy making them and other random genes the only ones I find in Alpha Genes biotech labs, using the Inject Genes mod, and self-discipline enough not to look at gene descs lmao.
Halicade  [author] May 5 @ 6:00pm 
@Dr Jimothy Could have sworn I uploaded pictures with examples for it. Uploaded some now!
Yes, clicking on a genes info tab will display what genes are possible as well as their weights/possibilities.
Dr Jimothy May 5 @ 9:33am 
"how to edit the gene menu so that you actually see what genes are possible in game!"
Does this mean when the player hovers their mouse over the mutating/randomizing gene, they can see the possible resulting genes?