RimWorld

RimWorld

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Midichlorians
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Mod, 1.4, 1.5
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931.403 KB
11 Jan, 2023 @ 2:05pm
29 Jun @ 10:12pm
6 Change Notes ( view )
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Midichlorians

Description
Español/Spanish (English below)
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Buenas, no tengo idea de modding (por ahora) asi que esto probablemente sea mi primer y ultimo mod de rimworld, pues realmente no entiendo como diablos funciona el modding aqui. Esto lo hice basandome en los genes de Alpha Genes, estuve mirando como estaban hechos y simplemente hice el mio mas o menos siguiendo el ejemplo. El punto es que funciona, pero no se como. Alpha Genes NO es necesario.

Este mod es simple: agrega el gen "Midiclorianos", que agrega al portador la ventaja de "Sensible a La Fuerza". Ya esta, eso es todo, no hay mas, como dije, no tengo idea de como funciona el modding, asi que trate de ser simple para no romper nada, y como tambien dije, funciona (realmente soy el primero en sorprenderme por ello...)

Ahora, ¿Que conlleva la existencia de ese gen? Pues ahora puedes extraer e implantar el gen de un portador a otro y crear ese ejercito de clones jedi que el bueno de Palps no pudo hacer en su dia :)

El tema de La Fuerza y todo lo "divertido" depende enteramente del mod "Star Wars - The Force", esto simplemente facilita la "aparicion" de Sensibles a la Fuerza, nada mas.


Recomiendo, si no quieres exprimir a ese unico colono con Midiclorianos para replicarlos, el citado "Alpha Genes", que crea una faccion con habitantes con las "razas" que has creado, o simplemente el mod "[BT] SpawnThoseGenes!" para que aparezca al azar

Alpha Gen
https://steamproxy.net/sharedfiles/filedetails/?id=2891845502&searchtext=alpha+gen
[BT] SpawnThoseGenes!
https://steamproxy.net/sharedfiles/filedetails/?id=2898044088





English (Google translate...)
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Hi, I have no idea about modding (for now) so this is probably my first and last rimworld mod, because I really don't understand how the heck modding works here. I did this based on the genes from Alpha Genes, I was looking at how they were made and I just made mine more or less following their example. The point is that it works, but I don't know how. Alpha Genes is NOT required.

This mod is simple: it adds the "Midichlorians" gene, which adds the "Force Sensitive" perk to the bearer. That's it, that's it, there's no more, as I said, I have no idea how modding works, so try to be simple so as not to break anything, and as I also said, it works (I'm really the first to be surprised by it. ..)

Now, what does the existence of that gene entail? Well, now you can extract and implant the gene from one carrier to another and create that army of jedi clones that good old Palps couldn't do in his day :)

The theme of the Force and everything "fun" depends entirely on the mod "Star Wars - The Force", this simply facilitates the "appearance" of Force Sensitives, nothing more.


I recommend, if you don't want to squeeze that single colonist with Midichlorians to replicate them, the aforementioned "Alpha Genes", which creates a faction with inhabitants with the "races" you have created, or simply the mod "[BT] SpawnThoseGenes!" so that it appears randomly

Alpha Gen
https://steamproxy.net/sharedfiles/filedetails/?id=2891845502&searchtext=alpha+gen
[BT] SpawnThoseGenes!
https://steamproxy.net/sharedfiles/filedetails/?id=2898044088
21 Comments
Yomi Darnes  [author] 30 Jun @ 12:53am 
I already updated, check the change notes, I put it the same as it was in v1.4
falkenlambedo 30 Jun @ 12:19am 
I think 1:100 ist realy fine
Yomi Darnes  [author] 29 Jun @ 8:32am 
(advice for Google Translate, after translation, translate the text back into your language; if it comes out the same, it's fine… I mention this because I don't understand what you mean by "otras modificaciones que realmente existen y también se pueden comprar en los distribuidores")
Yomi Darnes  [author] 29 Jun @ 8:32am 
I THINK I know what happened… Let see, there are 2 versions of this mod, so to speak, the one I uploaded for everyone and the one I use (well, used, I've been using The Force-Psycast for a while now and don't use this or any of its requirements anymore). The public one is more or less balanced in the appearance of midichlorians, while mine, to avoid saturation, is, well, like 100% more difficult for them to appear. When I uploaded v1.5, I may have edited my version instead of the public one and that's why it feels like they're not appearing. To confirm, I reinstalled everything and, after about 200 pawns, one appeared with midichlorians.

Anyway, I'll upload a version with midichlorians with a more "popular" appearance. While I'm at it, what percentage do you want it to be? (currently it's at 0.00625% on average)
falkenlambedo 29 Jun @ 7:28am 
lo siento, intentaré usar el traductor de google
Entonces, el gen generalmente siempre es aleatorio para un colono, pero desde 1.5 ese ya no es el caso. También tengo otras modificaciones que realmente existen y también se pueden comprar en los distribuidores.
Yomi Darnes  [author] 23 Jun @ 11:13am 
?
I don't know what you mean by that. The gene simply forces the presence of an advantage, nothing more. What do you mean it doesn't work? What do you want to do? Or rather, what do you want me to do? If you want the gene to appear in other pawns, you should use the options mentioned so that, when new pawns are generated, they can appear with the gene. It's not like this gene will suddenly appear in the current ones (and anyway, that's up to other mods; this, as I said, only adds an advantage, nothing more).
falkenlambedo 22 Jun @ 11:59pm 
it doesnt work the gen is not random of pawn
Yomi Darnes  [author] 11 Apr @ 2:35pm 
Eso si se hacerlo :)
falkenlambedo 11 Apr @ 10:13am 
Please update on 1.5 <3
月吟裔德格 9 Apr @ 8:31am 
A few days ago I did make a more specific report on the other side, which involved a loop error per frame, but I finally found out that there was a conflict between this gene and the access to the Character Editor.
The current manual solution is to manually delete Force-sensitive entrie when reading characters saved in the Character Editor to avoid errors every frame - but still intermittently