RimWorld
Alpha Genes
 Ten wątek został przypięty, więc pewnie jest ważny
Sarg Bjornson  [producent] 22 listopada 2022 o 2:33
Suggestions
Feel free to suggest new genes and mechanics here!
< >
Wyświetlanie 721-735 z 832 komentarzy
CTH2004 30 lipca 2024 o 8:40 
Początkowo opublikowane przez Sarg Bjornson:
Początkowo opublikowane przez Plaguelord:
Since you've disabled raiders from summoning animals could we possibly get an option in the mod setting to re-enable it? I actually liked the additional danger of facing a raider than could summon a gallatross and just ruin my day.
.
Also, I disabled it because it didn't work properly
What about it didn’t work?


Początkowo opublikowane przez Sarg Bjornson:
Generally speaking, fields that are just a tag defined in XML are kinda tricky to change via mod options
What do you mean (and to which comment was that too)? Would XML extensions be able to get around that (I’m asking so I know whether that’s a feasible option, as I do use that mod. If so, maybe I’ll make a patch. Or not. Depends on how much I bit off) if the slider, why? If the xml tag, that doesn’t make much sense, as can’t you just make a part that is basically a “true/false”. That tag disables the feature of false. Toggle the option, toggle a true/false.

I could see the system for making a single true/ false requiring some extra code, but frankly it sounds useful enough to be in the VE Framework
CTH2004 30 lipca 2024 o 8:53 
Początkowo opublikowane przez Idle:
Don't know if someone have already suggested this but is it possible to add genes that ignores filth or even like or thrive in it?

Thanks
Hmm… maybe 4 versions:
  1. Filth despisal: “for some reason, this organism finds even minor filth disgusting” (major mood penalty (2 to 3 times) mood effect, and filth can cause vomiting, which causes more filth…
  2. Filth Disgust: “for some reason this pawn hates filth more than normal”- filth causes a bigger impact (1.5 or 2 times as much)
  3. Filth Ignorance: “this pawn isn’t as effected by filth, not noticing it”- the pawn won’t see filth, so there’s no mood effect, but they clean slower (they have to be told where the filth is, so it takes longer)
  4. Filth Consumption: “this pawn releases a viscous fluid that dissolves and absorbs filth”- this pawn will create a puddle of highly volatile (evaporates quickly), thick, corrosive fluid, when around filth. Even that which can’t be cleaned, and/ or can’t go away on its own, turning it into nutrients which they absorb (the fluids “pulls” it) while absorbing, they amplify the filths look (as the fluid is “filth”, but we don’t want them counting it), but only when eating.
Sarg Bjornson  [producent] 30 lipca 2024 o 9:45 
Początkowo opublikowane przez CTH2004:
Początkowo opublikowane przez Sarg Bjornson:
.

Also, I disabled it because it didn't work properly
What about it didn’t work?


Początkowo opublikowane przez Sarg Bjornson:
Generally speaking, fields that are just a tag defined in XML are kinda tricky to change via mod options
What do you mean (and to which comment was that too)? Would XML extensions be able to get around that (I’m asking so I know whether that’s a feasible option, as I do use that mod. If so, maybe I’ll make a patch. Or not. Depends on how much I bit off) if the slider, why? If the xml tag, that doesn’t make much sense, as can’t you just make a part that is basically a “true/false”. That tag disables the feature of false. Toggle the option, toggle a true/false.

I could see the system for making a single true/ false requiring some extra code, but frankly it sounds useful enough to be in the VE Framework

No offense meant, but if you need to ask...
CTH2004 30 lipca 2024 o 10:14 
Początkowo opublikowane przez Sarg Bjornson:
Początkowo opublikowane przez CTH2004:
What about it didn’t work?



What do you mean (and to which comment was that too)? Would XML extensions be able to get around that (I’m asking so I know whether that’s a feasible option, as I do use that mod. If so, maybe I’ll make a patch. Or not. Depends on how much I bit off) if the slider, why? If the xml tag, that doesn’t make much sense, as can’t you just make a part that is basically a “true/false”. That tag disables the feature of false. Toggle the option, toggle a true/false.

I could see the system for making a single true/ false requiring some extra code, but frankly it sounds useful enough to be in the VE Framework

No offense meant, but if you need to ask...
What do you mean by “if you need to ask”
From how I’m interpreting it (basically if you have to ask I won’t bother saying the rest), it’s not offenseive per-say, but hurtful and frustrating.

After all, the reason I am asking is because I’m getting into modding, but don’t know everything. So, you say something that makes me think of a possible option, I could either spend hours fighting google and maybe get half answer, or ask here, getting a better answer that’s gaurenteed to have information I didint know I needed to ask (every time I ask a question, if someone answers the answer typically gives me information that I’m like “hmm… that’s good to know as well, and combined allows extrapolation for questions I didint know I have!”, which combined with extrapolation specifies my searches, and gives me background info.
CTH2004 30 lipca 2024 o 13:01 
Początkowo opublikowane przez Plaguelord:
Not a gene suggestion but could we possibly get a mutation chamber? Like a building you put your colonists (or prisoners) in and blast them with energy that just completely messes them up with a bunch of random genes with a risk of death or other crazy stuff?
Hmm… I like! Perhaps multiple versions. The risk of death could be “fatal cell instability” being likely. Maybe by putting a xeno germ in, you can “vaporize” it, to trend towards those genes, but not guarantee it.

Maybe even a new type of gene? One that can only be gotten via this device (and maybe a special extractor that only works on a pawn with one of those genes. It can extract 1 gene, and then destroys the body so you can’t ressurect them and do it again. Maybe a quest version that either lets you pick, or is guaranteed to get one of those special ones, while the buildable one just extracts 1 gene, and you hope you get one of the unique ones (as a normal gene extractor can’t get it)

Also, I think this should edit both xeno genes (often by subtracting, some addition), and endogenes (often by adding, some removeing)



Początkowo opublikowane przez Aphasia:
The grey pocket dimension seems depressingly small, maybe an archite variant that creates a full sized labyrinth would be cool
Początkowo opublikowane przez Aphasia:
don't forget the ability to kidnap downed people into the dimension
hmm... yeah! Or, maybe the dimension could be the same size, but can be expanded? the wals are some sort of inter-dimensional material or something? perhaps digging it has a danger, so expanding can cause issues?



Początkowo opublikowane przez TurtleShroom:
Początkowo opublikowane przez Aphasia:
don't forget the ability to kidnap downed people into the dimension

I think the Vanilla Factions Expanded Archon Race Mod has that.
no, when they "die", so long as the body isn't crushed, the teleport to another dimension, then come back later.

Początkowo opublikowane przez UncleRockThe1st:
Seasonal fertility? :bustlingfungus:
nice!


Początkowo opublikowane przez Scyobi_Empire:
I'd like more anomaly genes, like dreadleather or bioferrite production and genes themed after some anomalies like Metalhorror immunity and Gorehulk spikes, maybe an innate Revenant Spine

Some more fleshbeast parts would be nice, like hearts brains and legs
yes, please! And maybe metalhorror-serum esque things? goul features (genes that activate upon becoming a goul, so you could have a weak xeno that, if made into a goul... (so, they breed, and once bred you goulify some!) becomes super powerful. Genes that allow regular pawns to get goul implants? genetic versions?
Carl 1 sierpnia 2024 o 8:25 
Carl (me Carl) want see alien tribe. hope friend so no bash with rock. Can Carl (Me Carl) see xeno tribe? Me give you berries and good rocks or sticks if yes.
REDRODGER1234 5 sierpnia 2024 o 10:59 
If possible you should add a feature that lets you "auto cast" the taukai abilities so it can ease the load of micromanaging. Or it already exists and I haven't seen it yet.
Sarg Bjornson  [producent] 5 sierpnia 2024 o 11:32 
Początkowo opublikowane przez REDRODGER1234:
If possible you should add a feature that lets you "auto cast" the taukai abilities so it can ease the load of micromanaging. Or it already exists and I haven't seen it yet.

Not possible
화밀 wMil 6 sierpnia 2024 o 4:06 
full-regen gene (better version of limb only regen)
making the character able to slowly restores all lost small fingers, whole leg, lost organ and eyes
Turbotowns 6 sierpnia 2024 o 11:29 
Początkowo opublikowane przez 화밀 wMil:
full-regen gene (better version of limb only regen)
making the character able to slowly restores all lost small fingers, whole leg, lost organ and eyes

So, healing factor, ala Deadpool or Wolverine, but probably slower than they regenerate, for balance reasons, maybe even make it an archotect gene.
화밀 wMil 6 sierpnia 2024 o 22:47 
Początkowo opublikowane przez Turbotowns:
Początkowo opublikowane przez 화밀 wMil:
full-regen gene (better version of limb only regen)
making the character able to slowly restores all lost small fingers, whole leg, lost organ and eyes

So, healing factor, ala Deadpool or Wolverine, but probably slower than they regenerate, for balance reasons, maybe even make it an archotect gene.
Exactly
Turbotowns 7 sierpnia 2024 o 9:37 
Początkowo opublikowane przez 화밀 wMil:
Początkowo opublikowane przez Turbotowns:

So, healing factor, ala Deadpool or Wolverine, but probably slower than they regenerate, for balance reasons, maybe even make it an archotect gene.
Exactly
It should be able to heal scars too.
Ano 14 sierpnia 2024 o 21:35 
A Material eater digestion, this gene will make anything digestible but the downside is have to eat more
Turbotowns 14 sierpnia 2024 o 22:48 
Początkowo opublikowane przez Psifo:
A Material eater digestion, this gene will make anything digestible but the downside is have to eat more
That... already exists? Well, metal eater. Not ABSOLUTE OMNIVORE.
Ostatnio edytowany przez: Turbotowns; 14 sierpnia 2024 o 22:48
Ano 17 sierpnia 2024 o 1:12 
Początkowo opublikowane przez Turbotowns:
Początkowo opublikowane przez Psifo:
A Material eater digestion, this gene will make anything digestible but the downside is have to eat more
That... already exists? Well, metal eater. Not ABSOLUTE OMNIVORE.
Wanting to make them eat raw and manufactured materials, trying to get a locust like trait to eat
< >
Wyświetlanie 721-735 z 832 komentarzy
Na stronę: 1530 50