RimWorld

RimWorld

Consistent Gene Inheritance
94 Comments
RussianGolden 18 Apr, 2024 @ 3:55am 
Dallas Dog 17 Apr, 2024 @ 6:01pm 
@Shariul it looks to me like it does more than this but also a little differently. It lets you customize the metabolism cap that is used when creating a child. Idk if either effect the metabolism cap when creating a xenogerm at the workstation. Also now if both parents have a gene, the kid will have it. This mod has a link at the end for a companion mod that does that.
Shariul 16 Apr, 2024 @ 11:45am 
Please, can some one revive this mod? This vanilla mechanic is utterly retarded.
Shariul 16 Apr, 2024 @ 11:44am 
'Zee Kat, you sending to the mod that specificly doesnt do what this mod does(did, when it was working).
Catbot1310 14 Apr, 2024 @ 12:59pm 
last update was 22 Nov, 2022, and the author has made no comment on this or their other mods

this mods probably dead

maybe someone else will rez it?
Ŧгєєzє 12 Apr, 2024 @ 1:12pm 
1.5
how bikers eat there sketty 12 Apr, 2024 @ 7:28am 
the thumbnail looks like a big turd
also, update?
EvilNecroid 11 Apr, 2024 @ 8:41pm 
need update
the scrimblo 11 Apr, 2024 @ 7:27am 
any 1.5 versions or will this be updated?? or does 1.5 fix the inheritance?
0river0blood0 5 Apr, 2024 @ 5:17am 
Will this be updated to 1.5?
Oldman 9 Mar, 2024 @ 12:42pm 
Tested this out and it DID NOT allow characters that would normally not be able to make a baby to make a baby. It just removed the warning text "failed pregnancy" while not actually allowing them to get pregnant.
Oldman 8 Mar, 2024 @ 6:16pm 
So, let me get this straight. My pawns will be able to have babies without a system message coming down and saying, "failed pregnancy due to genes exceeding metabolic limits"? Because I hate that message. My little deity character should be able to have babies. If Zeus can screw a human and make Heracles, then why can't I?
Ixcatl 16 Feb, 2024 @ 10:07pm 
didnt know this was even an issue until i saw this mod. thank you
Belicto 11 Jan, 2024 @ 4:26pm 
For some odd reason, this mod causes children to be born with a random xenotype's genes in the xenogene section but it's probably just conflicting with some other mod, anyone else have this issue?
Snoop Dogg Wearing Funny Hats 8 Jan, 2024 @ 11:27pm 
thank you for this mod, I'm here to play the genetic version of the Morrowind potion-crafting exploit and not Tynan's ludeonarriative losing-is-fun design
RyonGasling 4 Jan, 2024 @ 10:17pm 
Not to shit on the mod creator for no reason, but that is just a picture of fecal matter. Not to say I hate it, it just looks like a turd
Dallas Dog 2 Oct, 2023 @ 9:43pm 
@BloodMoons I would expect it likely is, it is a very small change to a calculation for a very specific action.
BloodMoons 2 Oct, 2023 @ 10:58am 
Is this mod multiplayer compatible?
Z4G x-Tream 26 Sep, 2023 @ 12:09am 
It does look like poop.
toradrow777 22 Aug, 2023 @ 8:29pm 
@Waxwheel To be fair, even though I know it's suppose to be a DNA strand, it still looks like poop.
Kuiperling 16 Aug, 2023 @ 6:27pm 
Thank you for fixing the game. Seriously, who the fuck thought up the vanilla inheritance system? Were they high?
Waxwheel 15 Aug, 2023 @ 9:52am 
What's with all these guys getting on gene mod creators for their icon pics? Not an isolated occurrence. If you hate it so much, make them a better icon, sheesh.
lXoloDl 8 Aug, 2023 @ 8:38am 
Yo man. you litteraly have a pic of shit as your icon :D
Dallas Dog 7 Apr, 2023 @ 12:31pm 
@BraceLittlePiggy like Muad'dib said: Sanguophage genes are 100% Xeno-gene. They are not inheritable unless you have a mod to make it that way. Now if what you're saying is you have a non baseliner couple, example: a Yttakin and an Impid, they will inherit between those germline-genes but ignore the fact that either is a Sanguophage UNLESS you have a Xeno-gene inheritance mod. This mod originally made the genes shared by parents guaranteed like Muad'dib described. That was patched in to be normal so now it just removes the Metabolic Efficiency cap that you're describing as 225% while it runs the inheritance calculation. Without this mod, the game will roll genes and when you get to a -5 Metabolic Efficiency (225%) it will stop inheriting genes. note: going above -5 ME doesn't make the 225% go up, its just a deficit when trying to bring it back down.
Muad'dib 7 Apr, 2023 @ 11:59am 
@BraveLittlePiggy the fact that you're even having sanguaphages having kids and getting sanguaphage genes means you have multiple mods going on because those genes are not even inheritable normally.

All this mod does it makes it so if Mom and Dad have same gene then child should guarantee to get it. If one parent has gene then it has a 50% chance to get the gene.
BraveLittlePiggy 11 Mar, 2023 @ 10:35am 
So, I'm confused about this. Does this mod make it so that if I, say, have two sanguophages, they would then guarantee a sanguaphage child? If so, that isn't happening and I keep getting kids with like half the traits making their metabolic efficiency at 225% every time.
Dallas Dog 22 Feb, 2023 @ 5:50pm 
That's actually super neat, thanks for sharing.
hottt3 21 Feb, 2023 @ 7:08am 
@Daisuke There is such a mod (but I didn't tested it): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884110898
Daisuke 21 Feb, 2023 @ 6:57am 
Would it be possible for you to perhaps make a gene that makes children inherit all genes of the mother and only the mother and vise versa?
hottt3 9 Feb, 2023 @ 10:27am 
Thank you for the mod! Will this mod be compatible with Better Gene Prerequisites mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2925432336 ? Thanks)
Уединение 14 Jan, 2023 @ 3:40pm 
This mod works great thanks. My pawn couldn't get knocked up. She has the oviparous gene (egg layer) due to ridiculous metabolism restrictions.
Rhunin 2 Jan, 2023 @ 8:54pm 
@Rocketsocks88 The Alpha Genes mod has that feature, it adds several factions that have all Xenohumans in it (that I know of) and almost every raid I've gotten in the beginning has had atleast one member of a custom race I've made

I'm unsure if you're hunting for that feature or are just curious if this mod has that feature, but the more you know ^_^
Dallas Dog 25 Dec, 2022 @ 11:14am 
@test sort of. The original intent of this mod was added. "Consistency". But now it just removes max metabolism value systems restriction. afaik.
test 23 Dec, 2022 @ 7:10am 
was this added to vanilla?
Dallas Dog 13 Dec, 2022 @ 7:14pm 
@Rocketsocks88 It shouldn't. Outside the scope of the description. I also have not noticed that happening in my game either.
Rocketsocks88 12 Dec, 2022 @ 9:18pm 
Does this mod make random pawns spawn with custom xenotypes that i made and saved?
Dallas Dog 8 Dec, 2022 @ 5:50pm 
Not statistically true. I believe the game starts top left of the gene list and goes sequentially through the genes left to right, top to bottom. It rolls the 50% coin flip for each. Since it would roll either of the good/bad gene first before the other, that means the second one has a lesser chance to be inherited AND working. But it might be inherited as suppressed. Not sure how the rules on conflicting genes both working at once works. 50% chance each, not either.
Sera 5 Dec, 2022 @ 8:37pm 
ok so if i am reading it right if one has bad cooking and one has good cooking but both have blue hair it's going to be a blue hair kid with a 50% chance to be good or bad cook?
Dallas Dog 3 Dec, 2022 @ 3:41pm 
@Nouvi I don't know how the math of "Xenogenes now breed true" rolls. It could just check and then auto pass them all. Regardless, this would affect Hybrids most if only b/c the system that rolls their max ME potential is increased from 1-3 at the most to the new total of 5 every time. You won't get screwed on inheritance by the new pawns potential being capped. Assuming I read the text right.
Nouvi 27 Nov, 2022 @ 4:15am 
Though, if I were to guess, this mod would probably allow other genes than just xenotype ones be inherited properly as well... which would sorta make sense...
Nouvi 27 Nov, 2022 @ 4:12am 
@D Dog, The latest cross-integration patch states xenotypes now breed true, "passing down genes completely and reliably", at least for xenotype genes. I'd assumed that is pretty much what this mod tried to fix in the first place, and by the wording of the official update that's basically the same deal.

Could be wrong, but by the wording of it reading it, it sounds very much like the official game now fixed the issues this mod sought to fix, which is why I asked.
Dallas Dog 26 Nov, 2022 @ 6:08pm 
@Nouvi if I'm reading this right, pawns could roll a 1, 2, or 3 on total +/- of metabolic efficiency (ME) when the inherit algorithm starts before this mod. Now it is just a 5 every time instead of your pawn maybe rolling a 1 and therefore being unable to even attempt to inherit higher ME cost genes. If that isn't how this works, I would definitely like a mod to do that. I think the roll at the start which determines the max value of the ME is dumb and I don't want it.
Nouvi 26 Nov, 2022 @ 1:33am 
So, seems like this is basically integrated into the game proper with this update to the base game now? Not sure if that renders this mod obsolete, or if there's still things it offers...
turkler 23 Nov, 2022 @ 10:04am 
still great mod, thank you op
Spacemonkey 22 Nov, 2022 @ 11:47pm 
Thanks for explaining the update. I really appreciate that.
DeathDisciple 22 Nov, 2022 @ 1:59pm 
Appreciate the explanation, I was wondering what exactly they changed. And thanks for the great mod and timely update!
Sea  [author] 22 Nov, 2022 @ 9:36am 
Updated for the latest patch now! Please tell me if there are any issues!

FYI, the latest patch changed the logic in the base game. Instead of the range { -1, 1 }, metabolism is now between the range of { -5, 5 }. In an attempt to resolve the order issue, instead what they do is this: if the genes don't fit into the metabolism limit, shuffle them, do the inheritance chance then reroll again, up to 50 times. Of course, this mod complete changes that by removing the limit entirely. Just thought that documenting the change in base game behaviour might be useful.
Rainoa 21 Nov, 2022 @ 3:16pm 
seems a update hit today and i get 3 errors when loading
https://gist.github.com/169fa7a83eb511c74b6ce65c3a7b7d48
overgrown palico 21 Nov, 2022 @ 12:08pm 
looks like error on startup with the most recent update Ludeon pushed out. Possibly has to do with changed gene inheritance chance. Might be worth looking into.