RimWorld

RimWorld

Animal Genetics (Continued)
158 Comments
MeMyselfAnDie 16 Jul @ 1:54am 
It looks like Chemicals & Neutroamine replaces CompMilkable with CompExtractable, so it might be as easy as adding that to the GatherableTypes in AnimalGeneticsAssemblyLoader.cs, but I don't have a setup to test that at the moment (or experience with inter-mod compatibility)
MeMyselfAnDie 16 Jul @ 1:33am 
Would you be willing to add support for Chemicals & Neutroamine ? Currently using both removes the yield stat from boomalopes, when ideally it would apply to neutroglycerin production.
SilverShade 15 Jun @ 9:50am 
seems to work in 1.6
Mlie  [author] 27 May @ 10:11pm 
@Undead Adventurer There is a standard deviation you can modify if that helps
Undead Adventurer 27 May @ 6:29pm 
Im wondering about a silly animal themed playthrough where I use animals alone for combat. My main worry is an inability for it to scale. I saw you mention diminishing returns from breeding in one comment, is there a setting for that or would I have to edit the mod myself somehow?
GULÉ🏠 18 Apr @ 11:51pm 
@Mlie Okay, thanks for replying and thanks for the mod! :praisesun:
Mlie  [author] 18 Apr @ 11:43pm 
@GULÉ🏠 Not really, unless you modify your save file manually
GULÉ🏠 18 Apr @ 11:38pm 
@Mlie if I want to cheat in my own game and make a specific cow have like 500x meat genetics, is that possible to do in some mod menu?
Mlie  [author] 28 Feb @ 11:08am 
@SaMaHaJoGu Please see the Reporting Issues section described above
SaMaHaJoGu 28 Feb @ 11:04am 
The mod seems to default to trying to show the whole world's animals upon every reload: colony, wild, and other factions when I only need "colony". Sorted via RimSort.
Tirith Amar 4 Jan @ 12:34pm 
How about it existing for animals that dont produce resources?

Or making a cap for those on animals that produce resources.

And even then, it still takes effort to breed an animal and making it more efficient.
Mlie  [author] 4 Jan @ 12:20pm 
@Tirith Amar Not sure, feels like it would act as an exponential multiplier for the animals to require less resources apart from already producing more.
Tirith Amar 4 Jan @ 12:13pm 
Any chance you could metabolism as a stat?
Mlie  [author] 31 Dec, 2024 @ 11:29pm 
@blackrave Not sure there are any hard cap but the changes will be smaller the higher/lower from the standard deviation
blackrave 31 Dec, 2024 @ 6:27pm 
Is there some hard limit how high genetics can go?
Currently at 160% milk for my cows and wondering how high genes can go.
ilyvion 18 Sep, 2024 @ 3:05am 
@Mlie Author of Colony Manager Redux here -- I'll look into this entirely on my end first; I'll let you know if I can't do it all by myself.
Moncho 17 Sep, 2024 @ 11:19pm 
Like the other commenters I would be overjoyed if this mod had compatibility with the colony manger like it used to. But unlike the other two I use Colony Manager Redux (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3310027356) . I believe it is a rewritten version of Fluffy's Colony Manager that supports 1.5 and has active support.
darms 6 Aug, 2024 @ 8:16am 
second that wish for the compatibility with the colony manager fork below! I recall many years ago either fluffy or the OG animal genetics mod had it patched to be compatible (last time i checked it was like 1.1), so you could select the colony manager to prioritize certain traits for not culling,
Mlie  [author] 4 Aug, 2024 @ 11:00pm 
@19 Crows Can you link to that mod?
19 Crows 4 Aug, 2024 @ 9:09pm 
It would be amazing to see integration between this and the colony manager fork by 'We're in heaven'
Sparky T. Fluffbutt 21 Jun, 2024 @ 3:48am 
@Ceratophora I had this issue too. A workaround is getting one of the mods to change the maximum stack size in a stockpile. I have an incubation room that's just a big stockpile with the maximum stack set to 1. Pawns will automatically split the stacks when hauling.

It would be cool if the check for an animal being born from an egg did it per animal and not per egg stack
Ceratophora 6 May, 2024 @ 5:02pm 
I noticed that when eggs are merged together as a stack, even if they are from different parents, all new born inherit the same genes, treating it like they are from the same parent.
Saxon 5 May, 2024 @ 4:56am 
All toxalopes seem to have 100% stats in everything, not sure why that is. I tested with wasterats too but they are working fine with random stats.
babyblue 30 Apr, 2024 @ 1:00pm 
if you, Mlie, ever even touch the mods you are so diligently updating (pardon my ignorance), may i recommend a simple fix where that calculation (HealthMultiplier x DamageMultiplier x ... x MilkMultilplier) is put to the 0,5th power (square root)? this would give a much more reasonable scaling...
babyblue 29 Apr, 2024 @ 11:59am 
i would like to second this, @Tirith Amar. after a few years of breeding, my guinea pigs have reached a price multiplier of 70000%, so they sell for around 80k a piece. that's just broken.
Tirith Amar 27 Apr, 2024 @ 2:37am 
I like this mod, thank you for keeping it updated ^^.

Could you change the genetic price multiplier?

I have a bred a tortoise worth 900 silver.
A wild stallion which has price multiplier genetics of 200%, 3 stats around ~120% the rest on ~100%.

A wild boomalop worth 3k.

Another suggestion would be to allow making the bell curve smaller (less extreme outliers).
Mlie  [author] 23 Apr, 2024 @ 10:09pm 
@Arkitekt Origins No, I dont think the human-part of the mod is fully finished
Richard 23 Apr, 2024 @ 6:22pm 
I don't think genes are inherited by humans. I had a mother with like 20% health and thankfully the baby didn't inherit but it also doesn't show the mother and father in the baby's genetics tab
Kyrox 15 Apr, 2024 @ 1:24pm 
I remember this mod breaking and causing massive issues in 1.3. It looks like a great mod to add complexity to breeding animals for various things. Although my history with the mod really makes me hesitant to try it again. Is this still incompatible with Animal Tab?
TraditionalHoney 14 Apr, 2024 @ 9:38am 
I cant play without this mod. Ty so much for updating when its done <3
denszabee 12 Apr, 2024 @ 10:03am 
@Mlie Amazing!!!!!!! can't wait! good job man!
Mlie  [author] 12 Apr, 2024 @ 9:50am 
@denszabee Updating all my mods, progress posted on Discord
denszabee 12 Apr, 2024 @ 9:46am 
Hi!! thank you soooo much for this mod! is there a 1.5 version scheduled in the future?
Mlie  [author] 6 Mar, 2024 @ 12:57am 
@slurpme223300 Please see the Reporting Issues section described above
slurpme223300 6 Mar, 2024 @ 12:48am 
This crashed for me?
Olyndra 3 Mar, 2024 @ 7:07pm 
I would love to see a mod for animal genetics based on the biotech system. And maybe one for plants that has seeds please functionality built-in, but I imagine that'd be trickier to do, as you'd need a way to specify plant products. I suppose you could just make a gene for each product and then that way you could harvest multiple products from plants and maybe instead of metabolic efficiency, you'd have growth time.
Mlie  [author] 26 Feb, 2024 @ 1:49pm 
@had They are not in my tests, see reporting issues above for help in finding your issue
had 26 Feb, 2024 @ 1:46pm 
Any suggestion why all genes on all animals always 100%?
Belisario 26 Feb, 2024 @ 4:58am 
@Solorah

Keep in mind that Fluffy mods are outdated and the vast majority, removing some like the loading screens like r/ShitRimworldSays that work (although it depends on Beter Loading which is also outdated, although I think it works well) generally cause a lot of problems. compatibility.
Mlie  [author] 20 Feb, 2024 @ 11:33am 
@Solorah I didnt play with the mod then, do you recall what the compatibility were supposed to do?
Solorah 19 Feb, 2024 @ 4:54pm 
Hello @Mlie , thank you so much for your work on keeping our favorite mods running. I have a request- in this original mod there was support for colony manager by fluffy as seen in the last change notes from 2021, but it no longer seems to be working. Would it be a lot of trouble to make it work again?
Frog Z. 13 Feb, 2024 @ 9:55pm 
Hello, I have attempted to enable the option for human genetics, and it seems that it does not work. New babies will have their genes generated randomly, instead of inheriting their parents' genes. Anyone experiencing the same issue?
Target 4 Jan, 2024 @ 6:46am 
Anyone experienced a bug which caused all animals on the map to spawn with the same genes?
Mlie  [author] 22 Dec, 2023 @ 11:56am 
@UncleRippu Should be fixed now, resource yields will not result in less than 1 resource
UncleRippu 22 Dec, 2023 @ 9:01am 
I had the same egg problem as DeeHasApples, at first I thought it was a bug, but its happened in two different saves.
Lulices 14 Dec, 2023 @ 2:04pm 
@DeeHasApples I have the same problem with ppphy Demigryph and I test it indeed if resource yield is below 100 egg just go poof
Mlie  [author] 5 Dec, 2023 @ 2:10am 
@Rexstriker Does not surprise me, the stack is actually just one object with a counter. So it only triggers the birthing once.
Rexstriker 5 Dec, 2023 @ 2:04am 
It seems to me that any stack of chicken eggs end up producing a set of clones gene wise
Mlie  [author] 15 Nov, 2023 @ 9:56pm 
@DeeHasApples Never seen it in my tests so cant say