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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
unfortunately out of date.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
Is this mod out of date or is it fine too use?
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)
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.
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
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
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.
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
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!
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
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.
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!
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
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%
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?
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
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
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
Should be fixed now, thank you for reporting the bug
Also, the same issue should have impacted other cosmetics like horns as well, thats also fixed now
The last dominant gene mod was bugged to all hell.