RimWorld
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Genetic Drift (Random Genes)
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Mod, 1.4, 1.5
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6 ноя. 2022 г. в 10:31
29 апр в 22:16
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Genetic Drift (Random Genes)

В 1 коллекции, созданной ARR624
Dynamicism
Предметов: 3
Описание
Allows configurable random genes and genetic mutations for newborns and/or randomly-generated pawns (primarily traders, raiders, and such, but also including, optionally, those generated in the starting scenario). You can set the number of maximum genes of both kinds and their probabilities. There is also an option to scale the chance if minor or major cell instability genes are present. Genes are selected randomly from pools which you can set but which by default include all non-archite genes available, including those from mods.

The option for newborns was created to add an avenue for genetic variation in same-xenotype colonies besides implantation or hybridization with other xenotypes. This way, your tribal, generational runs can benefit from the new mechanic, too.

The option for adults is a nice way to add more variety to encountered pawns. There is an option to apply the mutations only to Baseliners.

Custom pools of genes are configured by creating a custom xenotype with all desired potential genes. A xenotype editor with all vanilla restrictions removed is included in the configuration menu to make this easier.

Should be safe to add and remove to/from existing saves.
Популярные обсуждения Просмотреть все (2)
1
2 июн в 15:23
Broken worldgen
Sparky T. Fluffbutt
0
8 авг. 2023 г. в 12:39
Custom Gene Pools
Tormènt
Комментариев: 69
Dr Jimothy 4 сен в 16:09 
This mod is absolutely amazing. Two dumb ideas I have on how it could be even cooler:

1. Instead of a "baseliners only yes or no", an option to select any xenotype in particular to be subject to mutations.
For example if someone only wants Highmates to be randomly mutated and other xenotypes to be their usual selves.

2. Seconding Farmer Joe's idea, option to do a reverse of custom gene pool and instead make a custom "any except these" gene pool.
Such as if someone wants super random mutations, but not game-breaking mutations, and so can blacklist genes that'd fall under that category.
Noisy Koi 2 сен в 5:40 
I believe I found an issue
I installed this and VE Androids, and am finding pawns who are android xenotype but only have like 1 android "hardware" (gene) which turns them into an android but only kind of.
I suggest patching out androids from the genepool options because otherwise all I can do is set to "vanilla genes only"
Farmer Joe 24 авг в 8:16 
is it possible to make a "blacklist gene pool"? I want to have all pawn spawn with at least one random gene of any kind, but wanna prohibit a few genes from being chosen
贝子小姐脚下埋着贝尔 22 авг в 6:28 
Can an option be added to prevent the characters in the initial scene from having random genes?I am always confused by random genes when creating new races
chrisque1 6 июн в 1:45 
Yellow border for mutated genes :cozybethesda:
Jippy 11 мая в 15:28 
Love this! Good work with the mod!
Phil42 11 мая в 11:48 
I've just recently discovered this mod and it's honestly one the most fun I've ever played with. So many unique little changes can happen to pawns that just give them so much more personality. Thanks a lot for making this.
Doomer Man 5 мая в 10:31 
Idea for Gene lists:
Have a option to add genes to whitelist and add genes to black list option that allows you to select by xenotype and it adds to the list, it then runs the whitelist followed by blacklist to give a result of valid genes to be allowed on the list for the mod. this way you can have more flexibility with larger gene pools and makes it easier to make larger lists of allowed and disallowed rather than a single xenotype for an allowed list.
Doomer Man 5 мая в 0:01 
I noticed that if a Pawn for some reason gets any of the head gene options from Outland - Genetics it breaks the games render process until I manually update the pawn in question with another head using pawn editor or removing them using dev mode, is there a way to just blacklist some genes? or do I need ot add every gene to a single xenotype but the few that break it ?
Vethrath 30 апр в 13:39 
Thanks for the clue about invalid xenotypes. After adding this mod world generation wasn't working (only 1 settlement would be created) and I couldn't figure out how a conflict could be occurring. Deleting everything in my 'Xenotypes' folder in %appdata% resolved the issue. Happy to finally start a new playthrough. Thanks again for the great mod.