RimWorld

RimWorld

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Better Gene Inheritance
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Mod, 1.4, 1.5, 1.6
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Oct 6, 2023 @ 12:31pm
Aug 18 @ 1:06pm
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Better Gene Inheritance

In 2 collections by RedMattis
Red's Workshop Mods
45 items
Quality of Life & Base Pack
69 items
Description
[www.patreon.com]

Much improved gene inheritance for Biotech.

I made this mod because I wasn't quite satisfied with the various gene inheritance mods already on the workshop.

With this mod you will get less babies skipping most of their parents genes and overall more logical inheritance.

In summary: better gene inheritance results.


Settings





You can set xenogene inheritance, archite gene inheritance, amount inherited from the (random) secondary parent, etc.


Details

If you really want to know how it works...

Unlike vanilla this mod will not give you a bunch of babies with 20% of their parents genes and a metabolism of 225%.

It will build up a list of semi-random genes to inherit, this list will also always include every shared by both parents. If the metabolism ends up too high it will remove genes with a metabolism cost; preferring those not shared by both parents.

If one parent has no genes with metabolism and are flagged as a baseliner then they will by default be used as the primary parent, meaning a random % of the other parent will be migrated over, this is to avoid combinations with baseliners sometimes creating babies with 100% of the other parent's genes.

Xenotypes, Runtime Xenotypes, and Custom user Xenotypes

The mod will now aggressively try to assign xenotypes. Even if the match isn't perfect the game will consider them to belong to the xenotype, which is important for ideologies.

if the child is too far away (less than 80% similar) to a xenotype of a parent they will be classified as a Hybrid, as in the image above, but the game will try to track down a suitable user-pickable icon if possible.

No more weird gene-stuffed baseliers babies

The game will take runtime-made xenotypes and user-made Custom Xenotypes into account for children using similar logic to the above. No more VampNekoMaid xenotypes breeding near-identical children that are somehow "Baseliners".



Inheritance Genes



By popular request there are now a few genes that modify how inheritance works.

Recessive and Dominant Genes
If a parent has dominant genes only their genes will be passed out and vice versa for recessive genes. If both have dominant/recessive genes it is random as usual.

Compatible with the genes from Vanilla Races Expanded - Highmate

Primary and Secondary Genes
Similar to the above, except instead of passing on only one set of genes, the genes of a character with "Primary Genes" will be considered the primary parent, and unless metabolism is too high all valid genes will try to be passed on. Note that genes from the other parent can still overwrite genes from the primary parent.

Secondary Genes of course does the opposite.

Binary Inheritance
The Binary Inheritance gene, if applied to BOTH parents will make it so an entire gene set from one parent will be picked at random. Suitable for xenotypes with castes or extreme sexual dimorphism.


Other Features


The mod will automatically try to swap the displayed xenotype if enough genes are shared with either parent.
In middling situations they will be labeled a "hybrid [xenotype]" based on what they inherited most of, e.g. "Hybrid Nekomata", "Hybrid Yttakin", "Hyrid Impid", ...

This can be considered a fix to the dreaded "Baseliner" or "Hybrid" issue that happens a lot in vanilla


Final Word


Let me know if you have thoughts, feedback, any kind of issues, and so on.

Mod Discord
[discord.gg][ko-fi.com]
263 Comments
Torkkar Aug 20 @ 7:58pm 
ok so I'm looking for a mod that STOPS babies being born as Baseliners and thats ALL.

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?
DeathOnArrival Aug 17 @ 7:02pm 
@Simikiel & @Ridigan: Alpha Books actually adds 2 combat abilities and 2 materials that, obviously, need to be patched for CE (the latter must be patched specifically because of power armor, it seems) - you can just look up the patches' xml on CE's github. As for this mod - not to be a smartass about it - since it doesn't add/change any combat -related genes, it doesn't need a Combat Extended patch.
Eclair Aug 17 @ 2:05pm 
@RedMattis Idk whether I'm wrong or not, but I mean, I didn't talk about the percentage of the second parent. I did say that the percentage of the xenogenes inherit was set to 0%. The percentage of the second parent was set to 50% or so of course. But if that was how you took my word at first, then I was wrong. I don't get the reason though. As for VRE - waster problem, that was literally what happened...
RedMattis  [author] Aug 17 @ 1:13pm 
@GoblinEngineer
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?
Eclair Aug 13 @ 4:50pm 
Hi, I think I found two bugs. First, with VRE - waster enabled, the xenotype label of baby is not gonna be named like "Hybrid <xenotype> or xenotype". Maybe overridden by the mod? Second, with the probability of xenogenes inherit set to 0, and the primary parent is impid and the second parent is genie for instance, the genes of the birthed baby will be a whole impid genes 100% regardless of the % settings in the game.
GoblinEngineer Aug 12 @ 6:36pm 
Hey RedMattis, I just wanted to let you know I seem to have run into a bug, but no errors are produced from it. I have several Sanguo-hybrid children, but one of them inherited both "Hemogen Drain" and "Bloodfeeder", but did not inherit the "Hemogenic" gene when it's required for both of the other two.
Simikiel Aug 12 @ 5:24pm 
I noticed that too, but while I'm obviously not certain, I'm kinda of the opinion that it's only there because the CE devs have so many of the mods made my Oskar Potocki and Sarg Bjornson that they just listed all the mods that *do* work, even if a patch wasn't needed for them.

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)"
Ridigan Aug 12 @ 4:54pm 
scratch what I said, if Alpha Books needs a Combat Extended patch then maybe be wary for conflicts with Better Gene Inheritance
Ridigan Aug 12 @ 4:44pm 
@Simikiel I'm not RedMattis, but I would hazard a guess and say that Combat Extended shouldn't conflict with this mod since this mod just changes how genes are inherited (unless Combat Extended is such a huge overhaul of the game's various mechanics beyond combat that it also changes how genes are inherited)
Simikiel Aug 12 @ 4:32pm 
Really sorry to be that person who seems to be on every mod page ever, but does this work with Combat Extended? I did my due diligence and looked at supported mods on CE's Github, but this wasn't there, but it was mentioned that some mods do their own patches for it. I know that mods that add pawns need patches, but I don't know about genes.