RimWorld

RimWorld

152 ratings
Genetic Drift (Random Genes)
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Mod, 1.4, 1.5
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666.939 KB
6 Nov, 2022 @ 10:31am
29 Apr, 2024 @ 10:16pm
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Genetic Drift (Random Genes)

In 1 collection by ARR624
Dynamicism
3 items
Description
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.
Popular Discussions View All (2)
4
24 Feb @ 7:17am
Broken worldgen
Sparky T. Fluffbutt
0
8 Aug, 2023 @ 12:39pm
Custom Gene Pools
Tormènt
81 Comments
JessieFeathers 15 Jul @ 6:37pm 
1.6?
kuskus032004 12 Jul @ 12:54pm 
1.6?
Masstell 10 Jul @ 5:11pm 
I made an updated version for 1.6
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522332727

I also added a new blacklist feature so that you can exclude crazy genes if needed.
FAT BOSS 21 Jun @ 2:18pm 
Love this mod. Hoping for a 1.6 update!
Verdeth 30 Mar @ 9:26am 
Bug:

if you create a custom xenotype for your gene destribution, and you remove a mod that includes a gene in that pool, you will corrupt you pawn generation, this by itself is not gamebreaking, but it will slow down your encounter and combined with vfem2 it will prevent raidloot (worksites) and wandering merchant haveing stock.
Mohreb el Yasim 2 Feb @ 11:56pm 
Would it be hard to add a "random xenogene" pool for kids too? (i try to use the endogene pool to add some natural variation of inheritable traits, but in the same time i would love to add one of psycaster genes as xenogenes for kids too to simulate a random affinity with VPE and VPE biotech integration. works well for adults, but for kids there is no xeno-pool, also having the as endogenes would make it weird after a few generations)
Dust 23 Jan @ 2:14am 
Me: "This mod could be fun"
Later me: "Oh god I have too many weird gene mods for this to work well..."
Someone born with "Pilotable Mecha" gene does not end well lol.
agusmf11 16 Dec, 2024 @ 2:06pm 
Feature request: an option to stop xenogenes from appearing in tribal factions
Flurbel 17 Nov, 2024 @ 5:11pm 
How is this different from Spawn Those Genes?
Dead Thing 16 Nov, 2024 @ 5:51pm 
Agreeing with Cringe shaymin. I love this mod. It's great getting surprised by weird little genes someone has picked up now and then. It shakes things up and is a ton of fun.

That said I also ran into a very frustrating event:
Bestowing Ceremony quest activated. As everyone gets off the ship, one of the guards is instantly downed, failing the bestowing quest. One of the genes he had was downing him immediately. I spent about 45 minutes messing with settings and reloading the game to get him to spawn WITHOUT being downed. Very frustrating.

A blacklist would be fantastic. That way VERY strange genes (it was called "Operator Required") like the one i was dealing with can't be randomly used.