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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 .
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 !
Is there a special handle for that, or does it result in a toss-up?
"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.
What I want is for the child to always inherit the mother's genes and never the father's .
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.
All the best everyone
What if A has Dominant and B has Binary?
Or A has Binary and B has no gene marker?
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
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?
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?
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)"
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.
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
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.
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.
Anything wrong with that reading? Just making sure I'm reading this correctly.
Thanks, this solution worked.
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.
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)...
Lots of ifs an dwhens but I think I got you :p
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.
Let's end the 2x xenos breeding "Baseliner" babies once and for all! (hopefully).
Also various fallback to try to find a proper icon.
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. :)
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.
That's the problem you currently face with Rimdark, and so do I.
Here's the stack trace https://pastebin.com/5DhNF2fW