边缘世界 RimWorld

边缘世界 RimWorld

[Discontinued] Keeping the best Jeans in the Family
53 条留言
Triel 2024 年 12 月 12 日 上午 10:32 
That sounds fair enough.
GarryFlowers  [作者] 2024 年 12 月 12 日 上午 2:32 
@Triel i have no problem with anyone creating a continued version of this mod. You can use any and all assets that come with this mod and that i have the rights for to create such a version, so long as you give credit and use them non-commercially.

Also i may or may not create a couple mods in the future that are each going to have only one of the features of this mod (like creating a separate mod that includes only the faction). in hindsight i realized (too late) that the scope of this mod was simply too big.
or maybe someone else will split this mod up into smaller ones first. who knows
Triel 2024 年 12 月 11 日 上午 6:49 
Might get a continued version soon though? Assuming you are fine with that
GarryFlowers  [作者] 2024 年 12 月 11 日 上午 2:30 
@Juroguy Johnson
unfortunately out of date. Back when i made this i was a little too ambitious with what it does and how it does it so now I'm just leaving it here in case someone still has an old playthrough that requires it

Also it's for 1.4, so if you're using 1.5 then that might be an issue, too
Juroguy Johnson 2024 年 12 月 10 日 下午 5:42 
Just found this mod, keep running into problems with my inesct colony, their kids are all mutants and have too many human genes, and the Chestbursting gene im using takes genes from the victim which is causing it,

Is this mod out of date or is it fine too use?
Triel 2024 年 11 月 7 日 下午 4:15 
Yeah, I loved the random conflicting gene thing.
Majima no nii-san 2024 年 7 月 22 日 下午 6:51 
Please please update this for 1.5, i love the new genes and new faction, is almost like alpha genes without the Infinite amount of unbalanced genes
Glorp 2024 年 5 月 27 日 下午 5:27 
Is there a 1.5 port or update?
Waxwheel 2023 年 8 月 15 日 上午 8:18 
Those are just ideas. I can't thank you enough for the mod. It makes a lot of my ideas for custom races possible and I love it. (I made a goblin xenotype with Xeno Implanter, Inheritor, and Foreign Excluder- male and female versions in separate tribes with different attributes 😁 Still not sure what would trump if the two versions have a baby though - they're mostly about raiding for potential mates).
Waxwheel 2023 年 8 月 15 日 上午 8:18 
I really enjoy Genophage, but I can't help myself from save spamming with it. 😅
If you have sympathy, maybe make the gained genophage gene delay 7 days before being added along with a cooldown for the same duration? Too much work probably, but alternately have it give the player a pick out of 3 random genes from the corpse? Totally my fault, but it just goes genetic freak show so fast as of now. 🤦‍♂️

Also, my genophages sometimes end up as pawns with metabolisms way out of whack with the typical +/- 5 min/max, but can I accept a 225% hunger rate for my pawn with -25 metabolic rate from an OP selection of genes? Of course. Again I get myself into trouble in cheese land again. If you have sympathy on this count, maybe you could add a check for if the added gene will go below the min metabolism (users of More Gene Complexity might have it set lower, so I assume whatever variable exists for min metabolism would be best to use)
GarryFlowers  [作者] 2023 年 8 月 10 日 上午 12:26 
@Kestrel thats intended. The random genes are a way to reduce complexity (they all have -2) which allows you to make xenogerms with higher complexity without needing the research for that building. If you are referring to the neutral genes, though, then those genes are also intended to show up in the game as a way of overriding endogenes by putting one of those into a xenogerm. in hindsight, this does create a lot of clutter and i probably should've found a better solution, but if i change things too much now it might break peoples saves, which i absolutely refuse to do. i am currently thinking of adding some mod settings so you can choose what shows up and how as a compromise, but i still have like 2 other mods i want to create and that require a lot of attention, so that may still take a while
Kestrel 2023 年 8 月 1 日 下午 8:08 
For some reason all the "Random XXX" genes keep showing up in gene capsules? This is really clustering up gene trade, is it a mod conflict or intended behaviour?
Elwyn 2023 年 7 月 1 日 上午 5:15 
To be clear, I had an impid fertilise a baseliner, passing on only impid genes. While the impid didn't care about their additional genes I dev-commanded them, the resulting hybrid was still unhappy about being 'wrong' when I removed them and left them pure impid with no extras.
GarryFlowers  [作者] 2023 年 7 月 1 日 上午 5:14 
@Elwyn I see. In that case i can't help you, since i completely forgot how the basegame or this mod handles xenotypes, since i don't care one bit. sorry
Elwyn 2023 年 7 月 1 日 上午 5:12 
Frustratingly, in the base game just having identical genes is not in fact enough for preferred xenotype – a 'hybrid' created with the exact genome of an impid won't qualify for impid preference, as a baseline example.

Venerated Xenotype Flexibility is required for that to function at all.

It'd solve that issue but I also have a personal preference for maintaining the various xenotype icons and names through generations, rather than everyone ended up a mish-mash of baseliners and hybrids.
GarryFlowers  [作者] 2023 年 7 月 1 日 上午 2:41 
@Elwyn
also, you were saying something about a "recessive mother". for that you can add the "foreign excluder" gene to the father, which stops the genes from any of his partners from being inherited, or you can add the "genetic dead end" gene to the mother, which stops her genes from being inherited. keep in mind, though, that the "genetic dead end" gene will never be inherited itself (for obvious reasons). also, all children will use the same algorithm for inheriting genes, regardless of their gender. so if you want men and woman to have different genomes, this may not be possible with this mod alone.

lastly, if you need a starting point for own patches for this mod, then you may want to look at it's source codein the mod files. the way that the project is set up, if everything works the way i think it does, you should be able to just open the .sln file in visual studio, make changes, build solution and immediatly see your changes in game the next time you start it. good luck
GarryFlowers  [作者] 2023 年 7 月 1 日 上午 2:38 
@Elwyn i'm not sure if i understand your question, but maybe this answeres it: this mod does not handle xenotypes. not at all. it only changes which genes are being passed on and which aren't. thats it. if i remember correctly, the preferred xenotypes also only care about genes, not the xenotype. so if you create two xenotypes with the exact same genome and set one of them to be the preferred xenotype, then both should qualify for it.

Another thing: there is a mod called "venerated xenotype flexibility", which lets you set the strictness of your preferred xenotype, so even having a similar genomes is good enough.
you can find that mod here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2898282983
Elwyn 2023 年 6 月 30 日 下午 4:57 
I've been wanting a more varied form of Dominant Gene since before you released this, but the fact that it's named Jean rather than Gene must've blocked it out of my searches for Gene mods. Same with Inheritance.

Frustrating, really. I was pretty much at the point of hacking together a more varied form of Dominant Gene myself to get Recessive/Mother Dominant/Father Dominant, but I don't have to? Maybe.

As an actual question in this comment: How does this mod handle Xeno*types*? Dominant Gene, which I have been using so far, forces the xenotype of the dominant parent onto the child.

Avoiding Baseliner and Hybrid kids, etc.

With the usage of preferred xenotypes, maintaining xenotype is somewhat necessary, and I was wondering if that worked here or not. If not I may have to do edits myself, and my hack-job of a personal mod patch will grow once more.
CTH2004 2023 年 6 月 27 日 上午 5:58 
awesome! Thanks!
GarryFlowers  [作者] 2023 年 6 月 27 日 上午 5:32 
@CTH2004
thats a problem i forgot to address when i made the mod and care too little to fix now. the way that it works is if you get offspring with below -5 efficiency, then his hunger rate will be capped at +225%, and if it is above 5, then hunger is at 50%. So there is no difference between someone with -5, -10 or even -400 efficiency
CTH2004 2023 年 6 月 26 日 下午 5:12 
Just realized: what happens if, using your genes, the offspring would have a metabolic efficiency below -5 (the minimum)?

Basically, if it has both Forieng Includer, Xeno Implanter, and Inheritance. If both pawns have that, and they each have a metabolic efficiency of negative 5 (with no repeating genes), then the offspring would have -10… what happens then?

Thanks again!
CTH2004 2023 年 6 月 26 日 下午 4:53 
Thanks! That helps! Just wanted to know if they where done separately (they are), and if xenogenes stay xeno genes (they do). Thanks!
GarryFlowers  [作者] 2023 年 6 月 26 日 下午 3:00 
@CTH2004
i'm not 100% sure i understand your second question, but if this answeres it:
if you use the gene foreign includer or inheritance, then affected genes will have a 100% chance of being passed on, unless you're also using genetic dead end or foreign excluder to prevent them from being passed on from this pawn. if the other pawn is affected by no genes that affect the odds, then his genes will be unaffected and inherited as normal (50% chance per parent with the gene).

so if you want a xenotype that always passes on all of it's own genes and none from the other pawn, then i recommend using foreign excluder and inheritance. If you want a xenotype that copies the genes of the other pawn without adding it's own, then you'll have to use foreign includer + genetic dead end.

either way, xenogenes will only be passed on if the pawn with the xenogene also has the xeno implanter gene as endo or xenogene
GarryFlowers  [作者] 2023 年 6 月 26 日 下午 3:00 
@CTH2004
whether a gene is passed on as endogene or xenogene depends on whether the gene itself is endo/xeno. if your pawn with xeno implanter has the robust gene as an endogene, it will be passed on as an endogene. if that same pawn has robust as a xenogene, then it will be passed on as a xenogene. if one pawn has the same gene as endo and xenogene it is actually possible for both versions to be passed on, with each having their odds calculated individually according to the formula in one of my previous replies.
CTH2004 2023 年 6 月 26 日 下午 1:54 
oh yeah, if you use xeno implanter, will the genes be passed on as xenogenes or endogenes?

And, will they be done "Seperate". So, if I have a xenotye that is a net of 0, it won't remove and add things to get it to fit if I use "foreing includer".

Basically, will the xenogene be sent 100% accurate, with no changes? Thanks!
CTH2004 2023 年 6 月 26 日 下午 1:42 
fair enough. Thanks!
GarryFlowers  [作者] 2023 年 6 月 26 日 下午 12:24 
@CTH2004
As for conflicts between inheritance/foreign includer vs. genetic dead end/foreign excluder i simply set one of them to always trump over the other, though i don't remember which one comes out on top. If i rember correctly, the genetic dead end/foreign excluder is treated as dominant, might be wrong though, you'll just have to test it
GarryFlowers  [作者] 2023 年 6 月 26 日 下午 12:23 
@CTH2004
By default, only endogenes are eligable to be inherited. you can think of xeno implanter as adding all xenogenes of the pawn that has this gene into the list of genes that are elibable for inheritance.

By default, every eligable gene has a 50% chance of inheritance if it is present in at least one parent and 100% if it is in both. if it is a xenogene, then it will only count parents with the xeno implanter gene for this calculation.

The genes Foreign includer and inheritance simply set the chances of inherinting genes of either the pawn himself or his partner to 100%, depending on which one you have, regardless of whether only one or both parents have the gene that is to be inherited. Genetic dead end and foreign excluder make either pawn not count for the calculation of how many parents have a gene. if this makes the "number of parents with this gene" to be 0, then the odds of inheriting it will be 0%
CTH2004 2023 年 6 月 26 日 上午 9:05 
quick question:

if I have a pawn that has a xenogene with "genetic dead end", will that pawn not pass it's endogenes on?

and, if I have a pawn with:
Xeno Implanter, Foreign Includer, and Genetic dead End, Foam Spray, Mild cell instability

that leads to a net of 0.

So, does that mean that, no matter the genotype they have kids with, their ofspring will contain the other parents endogenes, and their xenogenes. Then, that kids ofspring will do the same... always taking the other parents genotype.

Also, what happens if a Genetic Dead End genotype reproduces with someone who has Foreing Includer? Or, what if 2 genetic dead ends with foreing includers have children?
Gorinich 2023 年 6 月 1 日 下午 4:22 
Could you make a version of the Genophage that adds the gene to xenogenes rather then endogenes?
FungalFish 2023 年 5 月 2 日 下午 7:11 
Incompatible with Offspring Inherit Xenogenes
GarryFlowers  [作者] 2023 年 2 月 10 日 上午 6:32 
@shane_357 i don't seem to have that issue. also, this mod doesn't change the ui at all, aside from adding more genes of course, so I don't know how that would even happen. Perhaps this issue is an incompatibility with another mod or was caused by another mod updating right when you added this one, but with the information i have right now there is nothing i can do or say for certain
shane_357 2023 年 2 月 10 日 上午 5:59 
I think this is breaking the UI, which is a real bummer. I added this (and JUST this) to my modlist, and now I can't use the xenotype creator at chargen without it moving over to the right, half off the screen where I can't move it back.
AlexnChaos 2023 年 1 月 20 日 下午 11:45 
I do have to admit I kinda wish it could be set up so if two races with Foreign Excluder had a child the child inherits from the mother, or possibly based on the gender, great mod none the less
PyromancinCyborg 2022 年 12 月 18 日 上午 5:53 
Could you make a gene that only allows genes to be inherited by children of the same gender as the parent?
Andy 2022 年 12 月 17 日 上午 9:42 
Also, it seems that if both parents of a child have the Foreign Excluder gene, the child will not inherit any genes at all, even if both parents also have the Inheritor gene, I think there should be an exception for this case
Andy 2022 年 12 月 17 日 上午 9:39 
Hello, I really like your mod and its idea, thanks for making it.
There is also a mod in the workshop that allows you to inherit archite genes called Offspring Inherit Xenogenes, it looks like archite genes are not inherited with this mod, could you make a compatibility patch? please
d_valroth 2022 年 12 月 14 日 下午 7:21 
Vanilla Rimworld will spawn player created xenotypes so long as they were either created during character creation that session start, or are referenced by a player ideology. This cannot be prevented except by the Xenotype Spawn Control mod as far as I am aware. Alpha's Exotic gene only applies to Alpha's random faction.
GarryFlowers  [作者] 2022 年 12 月 13 日 上午 1:55 
@Rocketsocks88 Then it may be a vanilla feature. Now that i think about it, i think i remember reading something about specifically the xenotypes that you start with having a chance to show up in events or as quest rewards, even if they're custom ones
Rocketsocks88 2022 年 12 月 12 日 下午 9:28 
huh, dont have alpha genes, but it sounds like i need it. thank you!
GarryFlowers  [作者] 2022 年 12 月 11 日 上午 8:53 
@Rocketsocks88 No, but alpha genes does this. alpha genes also adds a new gene which only serves to prevent this from happening. i believe it's called "exotic genome" or something, could be wrong though
Rocketsocks88 2022 年 12 月 11 日 上午 12:02 
Does this mod make custom xenotypes that i made spawn in the world?
I made an OP race for a solo brutality start and i just had a transport pod crash with a pawn with my custom race
AlienIsTired 2022 年 12 月 9 日 下午 2:27 
is there a way to turn off the random/neutral genes? because things like gene traders, people who mutate random genes, etc. are extremely bogged down by those genes instead of, actual ones
DJ_Indominus 2022 年 12 月 8 日 下午 7:28 
Anybody going to acknowledge that the front picture has a pair of sweats when the mods title says jeans?
GarryFlowers  [作者] 2022 年 12 月 7 日 上午 2:17 
@Zorg in that case no genes will be inherited.

The genes that prevent inheritance are also higher priority than the ones that force inheritance. If, for example, a pawn with inheritance has a child with a pawn that has xeno excluder, then no genes of the pawn with inheritance will be inherited
Zorg 2022 年 12 月 6 日 下午 7:16 
What happens if two Xenotypes with 'Foreign Excluder' produce a child? Will the child have either one or the other parent's full Xenotype?
GarryFlowers  [作者] 2022 年 12 月 5 日 上午 8:04 
@Jeriko06
Should be fixed now, thank you for reporting the bug :steamthumbsup:.
Also, the same issue should have impacted other cosmetics like horns as well, thats also fixed now
Jeriko06 2022 年 12 月 4 日 下午 3:54 
With ears, if you have more than one ear gene type selected for a xenotype, all the ears are actively applied to the pawn instead of just one
Sleepless Homunculus 2022 年 12 月 3 日 下午 6:10 
Fingers crossed that this one works.
The last dominant gene mod was bugged to all hell.
Baelgun 2022 年 12 月 3 日 上午 8:41 
Oh thanksn well here goes a genestealer tribe ^^