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Don't Mix Cosmetic Genes
   
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Mod, 1.6
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145.877 KB
10.12. klo 6.01
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Don't Mix Cosmetic Genes

1 kokoelmassa, tekijä Warachia
Too Many Mods
421 luomusta
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Prevents cosmetic genes and non-cosmetic genes from being placed in the same genepack.

Introduction
Genepacks can contain multiple genes, which often creates interesting trade-offs, such as "this genepack increases the melee damage, but also increases the chance of social fights." etc.

However, this mechanics can also result in situations like "this genepack makes the colonists tougher, but also makes them furskinned hulkies". What kind of trade-off is that?

This mod prevents cosmetic genes and non-cosmetic genes from being placed in the same genepack, both for randomly spawned genepacks and extracted ones.

As a side effect, this mod also makes it easier to identify genepacks from short labels.

How does this exactly work?
1. When a genepack is created, the mod first checks whether purely cosmetic genes are mixed with other genes. If so, all purely cosmetic genes are removed from that genepack.

2. Next, the mod checks whether genes with cosmetic effects are mixed with genes that do not have such effects. If they are mixed, all genes with cosmetic effects are removed with probability {number of genes without cosmetic effects} / {total number of genes}. Otherwise, one gene with cosmetic effects is randomly selected and retained, and all other genes are removed.

Performance
All of the above processing is instantaneous. You can spam-click to dev-spawn hundreds of genepacks without any meaningful performance impact.

How are cosmetic genes classified?
The classification is based on exclusionTags and defNames specified in the xml. I play with a large number of gene mods, so the list is somewhat extensive already. However, there are borderline cases and mods that I don't cover. I also included genes that doesn't exactly have cosmetic effects (such as repulsive or chestburst pregnancy). You can patch the xml to add more genes to the list, or blacklist genes from it.

Genes with non-zero metabolic efficiency are excluded from purely cosmetic genes. As for genes with cosmetic effects, all genes that have any of renderNodeProperties, BigAndSmall.GraphicsOverride, BigAndSmall.HasCustomizableGraphics are excluded in addition to the genes specified in the xml.

Mid-save
Safe to add or remove mid-save. Only works for newly generated genepacks, though.

Compatibility
Alpha Genes:
- This mod does not affect alphapacks and mixedpacks, as they use separate codes. You can use my another mod to merge them with vanilla genepacks though.
- This mod also restrict genes appended by genepack tweaker to genes without cosmetic effects. (Also makes it additionally check WretchBlacklistDef, since many mods, including my own, place a lot of inappropriate genes there).
4 kommenttia
Reel (but green) 10.12. klo 16.13 
Thanks.
Warachia  [tekijä] 10.12. klo 10.16 
@Local man that screams at cloud
No. Only works for newly generated genepacks.
Does this exist genes on a pre existing save?
ferny 10.12. klo 8.11 
Very nice