边缘世界 RimWorld

边缘世界 RimWorld

Better Gene Inheritance
277 条留言
Tacobell554 11 月 6 日 上午 4:14 
Are the sliders for xeno and archite gene inheritance weight additive and do they cap at 100%? For instance, if I drop xeno rate to 50% and have two parents with a shared xeno gene. Would that gene have the same inheritance chance as 100% chance endo genes that are also shared. Assuming a neutral metabolic rate for the sake of the scenario.
狼雨歌 10 月 31 日 上午 3:08 
@Kaedys ,
Thank you so much for your help .
I have already disabled xenogenes inheritance in the settings .
Because in my game , dominant and recessive genes are both considered xenogenes .
狼雨歌 10 月 31 日 上午 2:57 
Oh , I see !
I finally understand where I went wrong .
I thought the father carried the recessive gene and the mother carried the dominant gene , but it turns out it only requires one of them to have it .
Thank you for your explanation !
ShadowX116 10 月 30 日 下午 6:38 
So.. in theory, what happens if both pawns have Dominant-Binary?
Is there a special handle for that, or does it result in a toss-up?
justiceforjoggers 10 月 30 日 下午 6:10 
Will this help also with babies being born with the wrong skin color? I have a pawn that keeps giving twins, and half the time the kids came out as black despite both parents being white (the game added both skin color genes and the original was always overwritten, but only with this couple)
Kaedys 10 月 30 日 下午 1:29 
I think the issue is, that'd work for one generation only, really. If the mother has dominant, for example, and has a son, now that male pawn has dominant and it won't be mother's-genes-win when they have children. The only real way you could do it is with separate genotypes that are strictly gendered, plus binary inheritance, but that still wouldn't really be mother's-genes-win, because sons would echo the father instead. You can make a given genotype always dominant, regardless of which parent has that genotype, but you can't really make it so that the mother's genes always win in any given matchup.
RedMattis  [作者] 10 月 30 日 上午 11:46 
@狼雨歌
"Dominant Genes" on the mother, or "Recessive Genes" on the father would work.

Do note that other mods that add modded types of births (such as 'parasitic implantation' and probably some 'humanlike egg') may have their own logic for picking genes.
狼雨歌 10 月 30 日 上午 3:41 
Sorry to bother you . I've tried using genes or changing settings , but I can't get the effect I want . What should I do ? Or am I misunderstanding something ?
What I want is for the child to always inherit the mother's genes and never the father's .
MikeisaGoob 10 月 11 日 下午 3:46 
Thank god for this mod vanilla gene inheritance is so retarded it gives me brain damage
RedMattis  [作者] 10 月 7 日 上午 3:29 
@Wrath
I have never heard something like that.

It is certainly possible that there is some mod conflict, but please don't make such sweeping generalizations without at least providing a log.

I usually use a ton of genes myself, and I know many others who do as well without issues.

@ShadowX116
Dominant/Recessive are processed before anything else. That means if one part has a dominant gene and the other does not, then the dominant ones genes will always all be applied

Binary only does something if both have it (and lack/have the same level of dominant/recessive). Otherwise it is ignored.

@Lovis
"Vanilla Races Expanded - Highmates" has Dominant/Recessive genes as well if that is what you're looking for.

@Torkkar
It mostly does, yeah. It also adds an in-between stage where a child can be labaled a Hybrid <XenoType> (E.g Hybrid Impid) if they are quite far from either parent.
Wrath 10 月 1 日 上午 12:01 
WARNING GUYS : If you have a big genes collection (lot of mods adding genes) this mod will KILL your game. I'm not incriminating the mod author, it migth be a super cool mod, but must be used in a reasonable genes library. Just saying so you know
All the best everyone
ShadowX116 9 月 25 日 下午 9:04 
So if I have Species A with a specific set of genes, and Species B with a totally different specific set of genes (with two or three overlapping), and I want their kids to be 50/50 A or B, is it Binary I want? Or do these not quite work that way?

What if A has Dominant and B has Binary?
Or A has Binary and B has no gene marker?
Lovis 9 月 9 日 上午 6:12 
I have a strange request, but could you please put the inheritance genes into their own mod?
Simikiel 8 月 27 日 上午 7:18 
@DeathOnArrival Oh does it? Well there goes my theory then! And no worries, my ass is often smart. Gets me in trouble sometimes!

Thank you for the solid answer though. I'd been playing with the mod active since I'd posted here without issue just dreading something going wrong lol
Torkkar 8 月 20 日 下午 7:58 
ok so I'm looking for a mod that STOPS babies being born as Baseliners and thats ALL.

so in my current run I've a Customised VRE-Insector race with a "Queen" type that uses Parthenogenasis to Self impregnate the Chest burst prisoners to get more babies. The Ideologion they follow preffers their custom Xenotype but thats not happening because all the babies are "born" as Baseliners DESPITE being "Purebread" Custon Insectors.

so does this mod stop baseliner babies between custom Xenotypes?
DeathOnArrival 8 月 17 日 下午 7:02 
@Simikiel & @Ridigan: Alpha Books actually adds 2 combat abilities and 2 materials that, obviously, need to be patched for CE (the latter must be patched specifically because of power armor, it seems) - you can just look up the patches' xml on CE's github. As for this mod - not to be a smartass about it - since it doesn't add/change any combat -related genes, it doesn't need a Combat Extended patch.
Eclair 8 月 17 日 下午 2:05 
@RedMattis Idk whether I'm wrong or not, but I mean, I didn't talk about the percentage of the second parent. I did say that the percentage of the xenogenes inherit was set to 0%. The percentage of the second parent was set to 50% or so of course. But if that was how you took my word at first, then I was wrong. I don't get the reason though. As for VRE - waster problem, that was literally what happened...
RedMattis  [作者] 8 月 17 日 下午 1:13 
@GoblinEngineer
Noted, I'll make a note to make sure that doesn't happen.

@Eclair
Working as intended then?
The percentage is of the second parent. If you set it to 0% it will be 100% of the first parent.

Meanwhile 100% means 100% of the second parent, meaning all of their genes will be applied (and override any conflicting from the first).

I'm not sure what you're saying happens with the VRE Wasters?
Eclair 8 月 13 日 下午 4:50 
Hi, I think I found two bugs. First, with VRE - waster enabled, the xenotype label of baby is not gonna be named like "Hybrid <xenotype> or xenotype". Maybe overridden by the mod? Second, with the probability of xenogenes inherit set to 0, and the primary parent is impid and the second parent is genie for instance, the genes of the birthed baby will be a whole impid genes 100% regardless of the % settings in the game.
GoblinEngineer 8 月 12 日 下午 6:36 
Hey RedMattis, I just wanted to let you know I seem to have run into a bug, but no errors are produced from it. I have several Sanguo-hybrid children, but one of them inherited both "Hemogen Drain" and "Bloodfeeder", but did not inherit the "Hemogenic" gene when it's required for both of the other two.
Simikiel 8 月 12 日 下午 5:24 
I noticed that too, but while I'm obviously not certain, I'm kinda of the opinion that it's only there because the CE devs have so many of the mods made my Oskar Potocki and Sarg Bjornson that they just listed all the mods that *do* work, even if a patch wasn't needed for them.

Because the CE page says the only mods that need a patch are mods that "add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions)"
Ridigan 8 月 12 日 下午 4:54 
scratch what I said, if Alpha Books needs a Combat Extended patch then maybe be wary for conflicts with Better Gene Inheritance
Ridigan 8 月 12 日 下午 4:44 
@Simikiel I'm not RedMattis, but I would hazard a guess and say that Combat Extended shouldn't conflict with this mod since this mod just changes how genes are inherited (unless Combat Extended is such a huge overhaul of the game's various mechanics beyond combat that it also changes how genes are inherited)
Simikiel 8 月 12 日 下午 4:32 
Really sorry to be that person who seems to be on every mod page ever, but does this work with Combat Extended? I did my due diligence and looked at supported mods on CE's Github, but this wasn't there, but it was mentioned that some mods do their own patches for it. I know that mods that add pawns need patches, but I don't know about genes.
Neuron 8 月 12 日 上午 8:44 
@RedMattis
Yup, that was exactly it, thank you!
Haven't really 'played' with the mod yet, new colony, with no kids yet etc, so i haven't seen it in action 😅 And from the description i (mis)understood that inherited xenogenes remains 'xeno' in the babies too.
Ridigan 8 月 11 日 下午 12:33 
I see, picking one parent as the base so that the child will resemble the parents rather than drifting towards being a baseliner does make a lot of sense.

also, the idea of a fragile runner and a slow tank giving birth to a glass slug baby that only needs to eat once a week is pretty funny
RedMattis  [作者] 8 月 11 日 上午 9:15 
@Neuron
All the genes will become endogenes/germline for the baby. No babies are born with xenogenes.

Or were you asking something else? I'm not sure if I'm reading the question right.

@Ridigan
Yes, that is correct. The reason for using one parent as the "base" is to make sure the children will gravitate towards one or the other.

Ludeon's 50%/50% chance basically means children will slowly gravitate towards baseliners without genes. If you go back a few pages here I think the was a discussion about this.

Re: high metabolism
Yes, they can end up with a very positive metabolism. This may happen if you for example breed a fragile speedster with a sluggish tank. You may end up with a fragile slug with amazing metabolic efficiency.
Neuron 8 月 11 日 上午 2:20 
Loving the idea of your mod, just wanted to mention a possible feature - which im not sure if already implemented, from the screenshot it kinda seems so, but it's not mentioned.
Could we (or do we) have the option to make inherited xenogenes "naturalized", meaning inherited xenogenes (if enabled) then become endogenes and part of the pawns 'core' germline.
Ridigan 8 月 3 日 下午 6:14 
also is it possible to get a child with a lot of negative effects and an absurdly high metabolism efficiency, since there doesn't seem to be a clamp with the highest metabolism efficiency compared to the lowest?
Ridigan 8 月 3 日 下午 6:11 
I see. I'm a little confused by what first and second parents mean, unless I'm misreading this. Correct me if I am wrong, but it seems to say that the mod will pick one parent's genes at random to serve as all the genes the baby will inherit at a base level (called the first parent). Then the second parent's genes have a mod-setting modifiable amount of their genes (10-100% by default) be inherited by the child. Genes shared by both parents are always inherited first, but if it goes over the metabolism limit then genes may be removed to correct the imbalance, preferring genes not shared by both parents.

Anything wrong with that reading? Just making sure I'm reading this correctly.
Kaedys 8 月 3 日 下午 5:41 
Base game doesn't even have a concept of "primary" parent. IIRC, in the base game, when a pregnancy starts, the game gives the infant a 70% chance for [-1,1], a 20% chance for [-2, 2], and a 10% chance for [-3, 3], for minimum and maximum metabolic efficiency. It then goes through the genes from each parent (I believe it picks one at random to start, but I'd have to double check). Genes present on both have a 100% chance of being inherited, 50% otherwise, except that if adding a gene would push the pawn outside of the above range, the gene will be skipped instead. So the order the genes are evaluated in also matters for that.
Ridigan 8 月 3 日 下午 2:04 
is the default 10-100% gene inheritance from the secondary parent how it is in default Biotech?
Johnny 8 月 1 日 上午 4:28 
@RedMattis
Thanks, this solution worked.
RedMattis  [作者] 8 月 1 日 上午 1:28 
@Johnny
Try deleting your old mod config for the mod. It has an invalid value in there.

And maybe try resubbing, because I think the key to that one should have changed to avoid that issue.
Johnny 8 月 1 日 上午 1:07 
Getting error while loading game:

Exception parsing node <inheritArchiteGenes>False</inheritArchiteGenes> into a System.Single:
System.FormatException: Input string was not in a correct format.
[Ref 335A9D4C]
at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey)...
Natrukei [ ] 7 月 31 日 上午 2:05 
So there might be a certain edge case where there is a possibility that it might take effect but given this mod that would be an unintended behavior?

Lots of ifs an dwhens but I think I got you :p
RedMattis  [作者] 7 月 31 日 上午 1:31 
@Droider
If both parents are of the same xenotype/custom xenotype it should avoid hybrids.

100% second parent's gene could create a hybrid simply due to having a bunch of _extra_ genes neither parent's xeno possesses.

@Natrukei [ ]
This mod replaces all gene inheritance logic in Rimworld for regular pregnancies (stuff like Alpha Genes parasitic implantation not included...).

The two mods you name modify Ludeon's code, but since that never gets run for regular pregnancies they won't do much in those cases.
Natrukei [ ] 7 月 31 日 上午 12:41 
I don't fully understand, does this mod replace "Offspring Inherit Xenogenes" and "Consistent Gene Inheritance" or work alongside them / does something completely different?
Droider 7 月 30 日 下午 3:47 
so, if i set second parent's gene % too 100%, will that mean no hybrids?
RedMattis  [作者] 7 月 29 日 下午 12:17 
Xenotype/Custom Xenotype/Runtime generated Xenotypes will now be aggressively applied to babies.

Let's end the 2x xenos breeding "Baseliner" babies once and for all! (hopefully).

Also various fallback to try to find a proper icon.
Azathoth 7 月 26 日 下午 11:14 
Thanks that's probably a good alternative lol :)
RedMattis  [作者] 7 月 26 日 下午 1:04 
@Azathoth
Possibly by editing the setting file's xml and then making sure not to open the setting window again. ^_^;;

But if you need less than -99 you probably want one of the mods that just makes all genes cost 0 instead. :)
Azathoth 7 月 26 日 上午 11:56 
Is there a way to drop the metabolism limit lower than -99?
RedMattis  [作者] 7 月 24 日 下午 11:48 
The mod will now fake-apply xenotypes if enough genes are shared with a parent of that xenotype. In other words they will show a xenotype instead of the generic "Hybrid" or dreaded "Baseliner" (with a ton of genes).

Also, if not quite hitting that threshold they will be labeled a "hybrid [xenotype]" instead of just hybrid. E.g. "Hybrid Nekomata", "Hybrid Yttakin", ...

@Otoya
It already has settings for metabolism going all the way to 99.

@whitecloud67, abc
Looks like a mod setting is scribed to the wrong value. Probably from an old install of this mod. I tried swapping that save-key to fix it for people in the future.

@ShadowX116
The "Baseliner" issue should be fixed now.
Otoya 7 月 22 日 上午 6:56 
Can you allow for lower metabolism?
Otoya 7 月 22 日 上午 6:53 
Wyrd you probably want https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3460624058 - now I a not sure if its compatible, but the problem with this mod is that you don't get the xenotype inherited. This mod does not enforce xenotype, only gene inheritance. In other words, if an Impid has a child with a baseliner, the child could have all the Impid genes but not be considered an Impid xenotype by the game.

That's the problem you currently face with Rimdark, and so do I.
whitecloud67 7 月 21 日 上午 6:21 
I just installed Harmony, HugsLib, and this mod and ran the game, and immediately a debug log appeared. I don't know what the problem is, so I'm uploading the log file. https://gist.github.com/HugsLibRecordKeeper/ed0bb342b0a8b85d4c7d457c7393769f
ohluitvaenri 7 月 20 日 上午 3:46 
@ShadowX116 late response but theres a mod called Cyanobots Genes that has some caste related genes + combined with the custom xenotype exporter mod u can prolly make it work
abc 7 月 19 日 上午 8:21 
Getting an error on startup, I checked with just this mod and Harmony enabled so it's not a compatibility issue.
Here's the stack trace https://pastebin.com/5DhNF2fW
Wyrd 7 月 6 日 上午 5:36 
Any possibility of getting a gene that causes the child to either be the other parent or a Baseliner if both parents have the gene? Thinking it would be useful for patching into xenotypes that are applied via other means (specifically thinking of the Rimdark 40k marines here)