RimWorld

RimWorld

Forien's Naturalize Genome
66 Comments
Azula 22 Jul @ 11:15am 
seems like its working for 1.6
Dallas Dog 12 Jul @ 11:53am 
Has anyone tried this in 1.6? Is it still working?
JessieFeathers 21 Oct, 2024 @ 4:39pm 
1.5?
Mlie 26 Aug, 2024 @ 11:05am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Tawnylure 1 Jul, 2024 @ 9:54pm 
update, mod works perfectly fine. All you have to do is update the manifest to include 1.5 compatibility.
Tawnylure 1 Jul, 2024 @ 8:48pm 
1.5 plans?
titititi 10 Jun, 2024 @ 9:05am 
update?
Gasdobun 11 May, 2024 @ 3:10am 
So... any 1.5 info? :c
andydig 30 Apr, 2024 @ 11:23pm 
1.5????
Volcano2207 22 Apr, 2024 @ 2:05pm 
pleas 1.5
Green Party Dew 20 Apr, 2024 @ 4:27pm 
1.5?
AlienIsTired 13 Apr, 2024 @ 11:09am 
Is this being updated to 1.5?
there's currently no mods available that can get Xenogenes to be inherited :(
Dallas Dog 28 Mar, 2024 @ 1:24pm 
@ScoSteSal Yes, but there is a mod option to turn it off.
The Crow 8 Feb, 2024 @ 4:58pm 
ctd when naturalize done, so can't send hugslib
Piatsa 9 Oct, 2023 @ 1:17pm 
what happens if you naturalise a gene that contradicts a preexisting germline gene
The Blind One 8 Sep, 2023 @ 10:18pm 
@MorNing

That function exists sort-off in the Alpha Genes mod but it definitely would be a neat addition for this mod to implement as well.
MorNing 8 Aug, 2023 @ 7:58pm 
Hope to add a function, which can converts germline into xenogenes genes, so they can be removed all germline genes
Katieclysm 7 Aug, 2023 @ 8:56am 
@ch@otic you may also need Consistent Gene Inheritance https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881479142
Ch@otic 10 Jul, 2023 @ 3:35am 
Super specific example incoming. Lets say I make a new Xenotype post colony start. Like I edit two Baseliners into Super Hussars. Same genes in both parents and both named Super Hussars. Then I make the genes germline so that a child of these two Super Hussars has all the same genes as the parents. Would a child of those two Super Hussars also be a Super Hussar with all the same traits or would they be a Baseliner/Hybrid? I want to role play a genetic scientist that is going to create his own race that can reproduce but if every child isn't recognized as a member of this new race that would be annoying. Assuming I understand how hybrid traits are inherited, I also think that the children may not Inherit all the germline genes if they are considered hybrids by the game.
ScoSteSal 11 Jun, 2023 @ 9:35pm 
Does the genome-naturalization cycle impose the genes-regrowing status after it concludes? if so, is it for 10-20 days (like after gene extraction) or for 1.5-2 years (like after xenogerm implantation)?
TracerFoxTEK 22 Mar, 2023 @ 5:21pm 
Your mod appears to overlap with this mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879792769
Just a heads up for compat notes.
Reprogrammed Automaton 13 Mar, 2023 @ 12:31am 
Would it be posible to get an option that removes all the pawns germline genes and then slots in the xenogenes in there place?
Goji 5 Feb, 2023 @ 11:35pm 
Great mod!

Could someone tell what happen if you naturalise gene when there is already a conflicted germline gene in place? For example give dirtmole fast walker? or gene that take the same slot (for example the different tails)? Does the previous one get erased?
eighmy_lupin 16 Jan, 2023 @ 3:51pm 
Does this let me choose which Xenogenes are naturalized?
pewpewdewd 8 Jan, 2023 @ 6:04pm 
nice
Vex 2 Jan, 2023 @ 11:07am 
@Nitro "This mod allows the use of the Ideology Biosculpter Pods in order to "naturalize" Biotech genes. "
Nitro 16 Dec, 2022 @ 8:26am 
@forien just a questioon, just instaled this mod, how you "naturalize" a gen? or is it on new borns?
WaKKO151 5 Dec, 2022 @ 7:34pm 
your a god
Elena 27 Nov, 2022 @ 6:50am 
Thank you. You are awesome ʕ ᵔᴥᵔ ʔ
Forien  [author] 27 Nov, 2022 @ 2:35am 
@[Ru]Elena there is no setting in options for that, but if you are not against modifying XML files, you can go to my mod 1.4/Patches/BiosculpterCycle.xml and find <durationDays> and change the 8 in there to something that suits you
Elena 26 Nov, 2022 @ 5:58pm 
Is there any way to change the duration of the naturalization cycle? I play at x20 aging speed. And 8 days for my pawns is quite a long time.
Muad'dib 11 Nov, 2022 @ 12:37pm 
Deleted last comment I made. I've looked at so many mods I didn't realized you're the one I asked previously about categories, thought it was another mod author I asked it on. Didn't want it to seem like I was spamming with same question when you already said you'd look into if you can.
Victor 10 Nov, 2022 @ 4:31pm 
I see, thank you very much.
Forien  [author] 10 Nov, 2022 @ 4:16pm 
@Victor I don't see a reason for those two mods to have compatibility issues. I don't fully know how the other mod works, but I would assume that if you use that one as well, then it shouldn't matter if a gene is germline or not.

If that's the case, then the only reason for you to use my mod would be to be able to implant new xenogerm without overwriting existing genes :)
CTH2004 6 Nov, 2022 @ 9:36am 
yeah, probally

thanks!
Forien  [author] 5 Nov, 2022 @ 2:49pm 
@CTH2004 I think selected one from either list, because removing random sounds way too punishing.
CTH2004 5 Nov, 2022 @ 12:28pm 
fair enough. Thanks!
also, the top shows an arrow going in both directions, implying it can switch in both directions. You might want to change that. I wasn't sure, but many might take it as a "you can"

also, will it be a random endo-gene, or a selected one?
Forien  [author] 5 Nov, 2022 @ 10:28am 
@CTH2004 it doesn't. I think i will add option to remove a single endogene with short cooldown though
CTH2004 5 Nov, 2022 @ 10:05am 
okay. so, does it work backwords and allow de-naturalizing genomes?
Darius Wolfe 5 Nov, 2022 @ 9:45am 
Yeah, I hear ya. I've got a few projects I never meant to abandon myself, but life happens. For the most part it seems like the inheritors of your modules are doing them justice, tho'. Just thought it was funny to see a name I recognized from an entirely different community.I'm sure I'll be looking more into this mod once I bite the bullet and get Biotech; I'm trying to finish a non-Biotech colony before I start a new one, but the conversations and options are making that hard!
Forien  [author] 5 Nov, 2022 @ 8:45am 
@Darius Wolfe
Yes, I am. I stopped working on Foundry modules due to some irl stuff and then too much time passed and by the time I considered getting back into it too much changed and almost all my modules were picked up by other devs
Darius Wolfe 5 Nov, 2022 @ 7:09am 
Off-topic: Are you the same Forien who does/did modules for Foundry? If so, I'm a big fan of your Quest Log and loved your Unidentified Items before it stopped working (with PF2E, at least)

If not, uh.. hi?
Forien  [author] 4 Nov, 2022 @ 8:44am 
@CTH2004
>does this allow turning germline into geneline too?

I don't quite understand what you are asking here

> also, would it be (possible) for you to add a way to remove single traits from germline?
thanks!

yes, it's possible, I would just need to figure out how that would be done in game
CTH2004 4 Nov, 2022 @ 7:27am 
does this allow turning germline into geneline too?

also, would it be (possible) for you to add a way to remove single traits from germline?
thanks!
Eqqsquizitine Buble-Schwinslow 4 Nov, 2022 @ 5:23am 
THANK YOU

NOW GENE EDITING IS NO LONGER USELESS
Forien  [author] 4 Nov, 2022 @ 2:02am 
@BlazingImp77151 by default it moves all non-Archite xenogenes into germline side of things, so no duplicates are present. You can change setting to also move Archite genes (but even then they won't be inherited, vanilla limitation I wasn't interested in bypassing).
So you can naturalize genes and that leaves room for more new xenogenes in the future
BlazingImp77151 3 Nov, 2022 @ 11:12pm 
if you naturalize a gene, does it remove the xenogene? or are you left with both
Forien  [author] 3 Nov, 2022 @ 1:26am 
As I thought, it was only bug of popup showing when it shouldn't, didn't actually cause pawns to die on other cycles. Should be fixed :)
Forien  [author] 3 Nov, 2022 @ 1:14am 
@CammyCat yes, this message should only appear when ordering naturalization cycle, will look into it