RimWorld

RimWorld

No Forced Traits With Genes [DEPRECATED]
57 Comments
Killer 23 Apr, 2024 @ 12:10pm 
o7
RutraNickers 15 Mar, 2023 @ 6:23am 
Hey mate, your mod was so awesome that it got implemented on the base game! But I only found out about it now, since I stopped playing for a while. Could you add [DEPRECATED] on the title? Thanks a lot for making this gem while the base game was like that.
Zombiefied 11 Dec, 2022 @ 5:53am 
I meant @Cronus to remove the mod from their savegame
Avarice 10 Dec, 2022 @ 3:42pm 
Yup, nothing but xpath errors now XD If you want to keep the mod around I love Dima_venom935's idea. Assuming they are weaker than the traits counterpart buff them to be as powerful as the traits!(just now working on putting a mod list together after waiting for the dust to settle on the update, so I have no idea what the values are.)
No shame in just walking away happy that the mod was so needed it was indeed added as an update!
Zombiefied 10 Dec, 2022 @ 5:46am 
Just remove the mod should be fine
Cronus 9 Dec, 2022 @ 2:45pm 
Is there any way to actually keep your colony after updating with this mod? Seems to break the save, even saving colonists with pawn editor, deleting them, and trying to re import them doesn't work. I'd like to play the recent updates but I want to use the colony I started for biotech rather than delete it and start over.
Barlon Mando 3 Dec, 2022 @ 5:35am 
Is there a directly opposite mod so each trait would be forced by a gene eqivalent?
Smaug 26 Nov, 2022 @ 11:46am 
Mod so based that Tyan instantly yoinked it, good job!
Darius Wolfe 22 Nov, 2022 @ 4:50pm 
So is this mod now fully deprecated, or does it still do things not included in the recent base-game changes?
SanguinarcAQL 22 Nov, 2022 @ 4:22am 
This mod is now part of the basegame, good job dude !
OverkillEngine 21 Nov, 2022 @ 4:30pm 
And the unstable update changes went live; all sorts of xpath errors now.
Zombiefied 20 Nov, 2022 @ 9:39am 
No it seems that most of the genes are balanced exactly like this mod. so not only will this mod be obsolete but it will be in vanilla almost 1 by 1
Dima_Venom935 20 Nov, 2022 @ 9:11am 
(Google translate) Thanks again for the mod, I hope that this mod will remain, since judging by my information in the new version, genes will stop blowing traits, and buffs will blow but less than traits, which breaks the balance of the price of genes towards their greater uselessness.
Flesh Forge 12 Nov, 2022 @ 12:27pm 
I'm sure you know already but the unstable update just pushed blew up your mod bigtime lol
\(• ◡•)/ 10 Nov, 2022 @ 3:14am 
Noice mod, thank you! :D
Zombiefied 10 Nov, 2022 @ 1:58am 
I feel there is some merit to the way it is implemented in base game with forced traits. For example its pretty cool to install a gene on a pawn with a bad trait to override it. But this still feels better. Maybe there should be extra genes that actually force the trait but instead of "fast runners - this xenotype has strong legs and therefore is really quick" it should be worded like "mindstate joggers - this xenotype always feels that they need to move really quick"

Im not asking for you to do that tho, just some thoughts.

Nice mod btw
stun 8 Nov, 2022 @ 2:35pm 
hediffs add all sorts of horrible compatibility issues
gnar 7 Nov, 2022 @ 9:46pm 
safe mid game add>?
D00D! Fishy Cowboy! 7 Nov, 2022 @ 4:34pm 
Suggestion: Body part genes like Trotter Hands, Anti-toxic lungs should be a hediff that goes away when you install bionic parts.

For example of mods that have done this, Vanilla Race Expanded Saurids have claws that appear on your hands which goes away if you install bionics.
Baccalon 7 Nov, 2022 @ 1:34pm 
This makes a lot of sense! :meepstarry:
stun 7 Nov, 2022 @ 6:18am 
gr8
Flesh Forge 6 Nov, 2022 @ 5:24pm 
vanilla should work this way
Cronus 4 Nov, 2022 @ 2:59pm 
I feel like this is how the genes should have been implemented in vanilla, it makes no sense that a race of faster xenos cannot be faster than a jogger human or something like that.
Komissar Rudinov 4 Nov, 2022 @ 11:10am 
Nevermind, the mod already removes existing traits.
Great mod.
Komissar Rudinov 4 Nov, 2022 @ 10:55am 
If I add this to an existing save, and then manually remove the existing gene traits, would it work normally?
SAUCE__GODD 3 Nov, 2022 @ 7:02am 
To be fair ReneeEclipse, I think that pawn would be what we would call mentally retarded
Avarice 2 Nov, 2022 @ 1:25am 
I LOVE this. It bothered the heck out of me. My first experience in the biotech DLC was a beautiful vampire.... wait no make that pretty. Vampires will always only be pretty.

Also, Imagine a tribe of goblins. Than there is one female goblin who is Beautiful, Well for a green skinned scarred up goblin anyway. But does walk slow.... Wait nope, they are all clones that have the proper face configuration to be ugly and walk the exact same speed. None learn faster, none are weaker, none can take a different amount of pain or learn faster.

Love it! I haven't subscribed to a mod so fast!
Agent Orange 1 Nov, 2022 @ 1:30pm 
@ReneeEclipse makes sense to me, a particularly slow/stupid member of a race that's already genetically very stupid for lack of a better term would probably result in a ... not very bright or capable member of society.
ReneeEclipse 1 Nov, 2022 @ 12:17pm 
Might want to consider reverting the slow learning gene to vanilla. It seems if you double down on slow learner (trait + gene) the pawn is completely incapable of learning. Something to think about.
Arky 1 Nov, 2022 @ 7:59am 
@titanatora I would agree if you if Tynan kept this rule for all the genes. Some stack, some don't.
Arky 1 Nov, 2022 @ 7:57am 
Weird, because I thought that was the case. But it actually replaced on some existing pawns.
Zelatorn  [author] 1 Nov, 2022 @ 2:06am 
@Arky all i did was replace the vanilla genes - i wouldn't know where to start to replace it on existing pawns tbh.
titanatora 30 Oct, 2022 @ 4:22pm 
It's a good mod if you want it, but in terms of the logic of it I prefer vanillas forced traits- It feels a bit like a counterbalance in a sense? An ugly xenotype isn't just ugly, they're like- Guaranteed to be so. Conversely, if you pick a small bonus to a given trait, you won't actually have the OPPORTUNITY to get the greater version. This is a bit more explicit in the Psyfocus related ones- The bonuses to psyfocus are direct stat increases, so you can actually have a xenotype that's psy-sensitive, ALONGSIDE the hypersensitive trait on the pawn itself. But if you pick psychically dull/deaf for the genes, then it adds those traits- On top of having, genetically, no psionic potential, innate traits can't add any.
Arky 30 Oct, 2022 @ 7:37am 
@Zelatorn Do you make a check for vanilla races before applying the update to the genes on save load? I have a custom race made of vanilla genes and the related traits weren't removed, whereas the impid traits removal worked fine
Arky 30 Oct, 2022 @ 7:32am 
True, I didn't consider that
ParasiticSquid 30 Oct, 2022 @ 7:23am 
Any chance to add compatibility for the More Genes mod somehow?
The workshop link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878539467
Zyr 30 Oct, 2022 @ 7:16am 
@Arky not really, the game only needs to do it the first time you load a save, then it will all be set up the next time you load. There is nothing to lag there.
Dima_Venom935 30 Oct, 2022 @ 6:14am 
(Google translate) God, this problem tormented me so much that I myself thought to learn how to code rimworld from scratch and do something like that, thank you! But there is a similar suppression in the usual features, in the base game there are no pawns with the features of fast walking and runner at the same time, but with mods or in developer mode you can give them out at the same time, and one will block the other, it's pointless and infuriating. And this didn't happen until version 1.4!

I hope that now, or with future updates, this mod will fix it.
IceMaverick 29 Oct, 2022 @ 6:40pm 
Thanks for this. I didn't like how trait genes made artificial floors and ceilings on certain stats.
Philadelphus 29 Oct, 2022 @ 5:24pm 
Thank you for this. So many genes being just forced traits felt like such a lazy rip-off to me. Just because someone's got a genetic disposition to be slow doesn't mean they can't also, individually, be a jogger.
Axe 29 Oct, 2022 @ 5:58am 
Hi, first of all thanks for this mod, it's an amazing idea and I can't stress enough how much it improves how genes "feel" to me.

I spotted one single "issue" that I assume shouldn't be hard to fix (I'm mostly guessing tho) - Optimistic and Sanguine have moodlet described as "Natural penalty from X Gene". Shouldn't this be "bonus" instead of "penalty"?
Arky 29 Oct, 2022 @ 5:15am 
@Jdalt40 Wow! That simplifies so many things. Thank you for the tip.
Arky 29 Oct, 2022 @ 5:14am 
"It would be nice if the mod un-did the trait disables so I didn't have to use dev mode to fix."

If it did it would probably be laggy unless the maker was really good at programming. I removed the traits from my colonists/prisoners with character editor.
Zyr 28 Oct, 2022 @ 11:05am 
Doesn't seem to work with pre-existing saves. The normal traits are still greyed out after adding this mod and your modifier is the only thing giving the stat still.
It would be nice if the mod un-did the trait disables so I didn't have to use dev mode to fix.
Sir Buggles 27 Oct, 2022 @ 11:22pm 
Not affecting modded genes is probably for the best. There's already a mod with Tough, and a pawn that can stack Robust, Tough, and Genetic Tough sounds absolutely broken, lmao
Jdalt40 27 Oct, 2022 @ 3:37pm 
This is simply not true Arky, they involve no thought workers, they used to, now PawnBeauty calls the shots.

However, the PawnBeauty stat is wasted above 2, meaning Beautiful + Pretty = Beautiful in effect
Iriath Zhul 27 Oct, 2022 @ 5:03am 
I added it to an existing save. Seems to be working? I had a Highmate with a native "Pretty" trait doubled up with the gene "Pretty", so she had a disabled Pretty and a forced Pretty before the mod. With the mod, she had the native Pretty and a total Beauty value of 2.0 (disclosed in Info). It's cumbersome but I like the overall effect.
Arky 26 Oct, 2022 @ 5:50pm 
A heads up, beautiful, pretty, etc. traits work like kind. They involve a thought worker that doesn't only changes they beauty. They also cannot stack because of that.
kingbarb 26 Oct, 2022 @ 2:07pm 
can you add this to an existing game or will there be issues?
GreenGuy16 26 Oct, 2022 @ 10:13am 
Thank you. Like wow this mod is awesome.