边缘世界 RimWorld

边缘世界 RimWorld

Animal Genetics (Continued)
186 条留言
Mlie  [作者] 12 月 11 日 上午 10:51 
The wildness option should now be implemented correctly. Due to the complexity to the implementation of the settings in the mod, some of the options may have been reset to their default settings
Ryanisunique107 12 月 10 日 下午 10:22 
cant geneticly modify fast horse:KScared:
Ðagorath 12 月 10 日 下午 10:03 
Super, thanks!
Mlie  [作者] 12 月 10 日 下午 9:57 
@Ðagorath As mentioned, the last update added an option to disable wildness but caused issues so that is why I reverted with the info that I would look into fixing it. It often helps to read before posting. There you will also find out that wildness lowers by breeding, not increases.
Ðagorath 12 月 10 日 下午 7:03 
Ok I did it, it was a ♥♥♥♥ show, but I recovered the stats at last of my main animals and the pair of breeders, will wipe out all other animals and start from the breeders I guess, however I can now see in the genetics of each animal a new "Wilderness" gen added, this is not visible in the Genetics Tab tho.

So now some animals are wilder than normal and others less wilder, at random..., one question here, usually the gen % goes UP over generations, its a good thing because it does provide more stats, but is this the same case for the Wilderness gen?, this would mean animals get wilder over generations wich makes no sense, havent tested if this goes down.

Anyways please give us option to just remove this new gen, I kinda not like it, I like to keep some wilder animals so my animal handlers keep training, I guess is fine if it goes down slowly but now I have some animals wilder than the base value, RNG provided, no heads up, that is what I'm disliking right now.
Ðagorath 12 月 10 日 下午 4:45 
So, when I removed the mod to test a load and it worked, then I left (its a permadeath save) it saved the game, I re-enabled the mod and left, now I'm back to play but all my animals genetics got reset to randomized values, I do not want that.

I got a backup file but is some days old, so I kind of not want to use it, are the genetics somewhere in the save file so I can copy them from the backup save and put it in the current save? are there any tags or lines I could search in the file to identify individual animal genetics, so at last I can save the important gones, the ones I been breeding.
Ðagorath 12 月 10 日 下午 3:57 
Thanks for the good work bro.
FatalCharm 12 月 10 日 下午 1:14 
thanks, Mlie
Mlie  [作者] 12 月 10 日 下午 12:15 
Reverted to the previous version, Ill have a look at this and see if I can find the issue with the mod-option
Oddish 12 月 10 日 下午 12:12 
same error, cant load the game with this mod.
Ðagorath 12 月 10 日 上午 10:12 
Looks like this is a general AoE issue with the mod, yeah my game also loads if I remove it, lets hope he fixes or revert last patch, I rather play with the mod.
Succubus 12 月 10 日 上午 10:08 
yeah, same problem here, save won't load with this mod, removing it i was able to load my save
FatalCharm 12 月 10 日 上午 10:06 
I'm also getting the 'error: map failed to open' crash.
Ðagorath 12 月 10 日 上午 10:00 
Was debuging this error and got me here, same issues as Aeternum, played yesterday and today this is the log:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 526F39DD]
at AnimalGenetics.Settings.get_Core () [0x00005] in <a3de6e1d0e8c4b54af79c1eaa3399103>:0
at AnimalGenetics.HarmonyPatches.StatWorker_GetValue.Postfix (System.Single& __result, RimWorld.StatRequest req, RimWorld.StatWorker __instance) [0x00007] in <a3de6e1d0e8c4b54af79c1eaa3399103>:0
Mlie  [作者] 12 月 10 日 上午 7:02 
@Aeternum Can you just verify that you have the latest mod-version?
Xenthur 12 月 10 日 上午 6:56 
@Mlie Awesome, thanks for your work!
Aeternum 12 月 10 日 上午 6:40 
When trying to load up a save from yesterday I keep getting this error that prevents the map from being opened:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 52E16127]
at AnimalGenetics.Settings.get_Core () [0x0000a] in <a3de6e1d0e8c4b54af79c1eaa3399103>:0

Disabling Animal Genetics allows the map to be opened without the above error. Doing a DevTest are reloading the generated map causes the same above issue. I would rather play with the mod than without, so do you know what is causing this or how this can be fixed?
Mlie  [作者] 12 月 10 日 上午 2:27 
@Undead Adventurer Added setting for wildness now
Undead Adventurer 12 月 9 日 下午 10:26 
@mlie thanks a ton!
Undead Adventurer 12 月 9 日 下午 10:25 
@Ryanisunique107 Just tested, it does not!
Mlie  [作者] 12 月 9 日 下午 10:24 
@Undead Adventurer Not sure I understand the issue, but I guess I can add a mod-option for it
Undead Adventurer 12 月 9 日 下午 10:20 
oof not a huge fan of the wildness stat, can it maybe be a setting or work as "tameness"? that way bigger number isn't worse...I usually play this mod with constant minor improvements every generation so with wildness that kinda hurts. Besides that though I appreciate you working on the mod, this honestly might be my favorite mod for this game since it lets you do so many silly things!!
Mlie  [作者] 12 月 9 日 下午 10:19 
@Ryanisunique107 Because I dont know the answer
Ryanisunique107 12 月 9 日 下午 4:46 
whyed you ignore my comment and not xenthur : (
Mlie  [作者] 12 月 9 日 上午 11:15 
@Xenthur Sounds like a good idea, should be added now
Xenthur 12 月 7 日 上午 10:49 
Would it be possible to include Wildness with the variable stats, so that over time you could breed less wild animals and eventually get completely domesticated ones?
Ryanisunique107 9 月 27 日 上午 3:31 
if i make a horse realy fast does that speed up caravan speed?
Morcalvin 8 月 12 日 上午 5:52 
Does the leather genetics still work if I'm using Medieval Overhaul?
MeMyselfAnDie 7 月 16 日 上午 1:54 
It looks like Chemicals & Neutroamine replaces CompMilkable with CompExtractable, so it might be as easy as adding that to the GatherableTypes in AnimalGeneticsAssemblyLoader.cs, but I don't have a setup to test that at the moment (or experience with inter-mod compatibility)
MeMyselfAnDie 7 月 16 日 上午 1:33 
Would you be willing to add support for Chemicals & Neutroamine ? Currently using both removes the yield stat from boomalopes, when ideally it would apply to neutroglycerin production.
SilverShade 6 月 15 日 上午 9:50 
seems to work in 1.6
Mlie  [作者] 5 月 27 日 下午 10:11 
@Undead Adventurer There is a standard deviation you can modify if that helps
Undead Adventurer 5 月 27 日 下午 6:29 
Im wondering about a silly animal themed playthrough where I use animals alone for combat. My main worry is an inability for it to scale. I saw you mention diminishing returns from breeding in one comment, is there a setting for that or would I have to edit the mod myself somehow?
GULÉ🏠 4 月 18 日 下午 11:51 
@Mlie Okay, thanks for replying and thanks for the mod! :praisesun:
Mlie  [作者] 4 月 18 日 下午 11:43 
@GULÉ🏠 Not really, unless you modify your save file manually
GULÉ🏠 4 月 18 日 下午 11:38 
@Mlie if I want to cheat in my own game and make a specific cow have like 500x meat genetics, is that possible to do in some mod menu?
Mlie  [作者] 2 月 28 日 上午 11:08 
@SaMaHaJoGu Please see the Reporting Issues section described above
SaMaHaJoGu 2 月 28 日 上午 11:04 
The mod seems to default to trying to show the whole world's animals upon every reload: colony, wild, and other factions when I only need "colony". Sorted via RimSort.
Tirith Amar 1 月 4 日 下午 12:34 
How about it existing for animals that dont produce resources?

Or making a cap for those on animals that produce resources.

And even then, it still takes effort to breed an animal and making it more efficient.
Mlie  [作者] 1 月 4 日 下午 12:20 
@Tirith Amar Not sure, feels like it would act as an exponential multiplier for the animals to require less resources apart from already producing more.
Tirith Amar 1 月 4 日 下午 12:13 
Any chance you could metabolism as a stat?
Mlie  [作者] 2024 年 12 月 31 日 下午 11:29 
@blackrave Not sure there are any hard cap but the changes will be smaller the higher/lower from the standard deviation
blackrave 2024 年 12 月 31 日 下午 6:27 
Is there some hard limit how high genetics can go?
Currently at 160% milk for my cows and wondering how high genes can go.
ilyvion 2024 年 9 月 18 日 上午 3:05 
@Mlie Author of Colony Manager Redux here -- I'll look into this entirely on my end first; I'll let you know if I can't do it all by myself.
Moncho 2024 年 9 月 17 日 下午 11:19 
Like the other commenters I would be overjoyed if this mod had compatibility with the colony manger like it used to. But unlike the other two I use Colony Manager Redux (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3310027356) . I believe it is a rewritten version of Fluffy's Colony Manager that supports 1.5 and has active support.
darms 2024 年 8 月 6 日 上午 8:16 
second that wish for the compatibility with the colony manager fork below! I recall many years ago either fluffy or the OG animal genetics mod had it patched to be compatible (last time i checked it was like 1.1), so you could select the colony manager to prioritize certain traits for not culling,
19 Crows 2024 年 8 月 5 日 上午 3:00 
Mlie  [作者] 2024 年 8 月 4 日 下午 11:00 
@19 Crows Can you link to that mod?
19 Crows 2024 年 8 月 4 日 下午 9:09 
It would be amazing to see integration between this and the colony manager fork by 'We're in heaven'
Sparky T. Fluffbutt 2024 年 6 月 21 日 上午 3:48 
@Ceratophora I had this issue too. A workaround is getting one of the mods to change the maximum stack size in a stockpile. I have an incubation room that's just a big stockpile with the maximum stack set to 1. Pawns will automatically split the stacks when hauling.

It would be cool if the check for an animal being born from an egg did it per animal and not per egg stack