RimWorld

RimWorld

Inheritable Uninheritables
18 Comments
Bodwadmi93 17 Apr, 2024 @ 2:37pm 
1.5?
thewanderingoutsider 26 Sep, 2023 @ 4:45pm 
Just want to see when the death immunity gene will start working again because it doesn't seem to be able to.
Skylar 16 Nov, 2022 @ 10:37am 
Alright i went ahead and uploaded my mod named Simple Inheritable Archite Genes. I decided to also add mod compatibility between both our mods and if someone has both our mods installed (Inheritable Uninheritables or gene variety mixed with my mod) then my mod will incorporate the changes you made to complexity and metabolism changes so it matches. And thanks again for pointing me in the right direction :steamhappy:
redundantusage  [author] 15 Nov, 2022 @ 11:41pm 
No wrong way to take it, I make my mods because they didn't exist or because someone asked for them. If you make a better mod than mine, let me know so I can link to it in this mods description, regardless of whether it uses my code or not.
Skylar 15 Nov, 2022 @ 10:45pm 
Sweet, Ill upload it sometime today. The reason i had asked is because i didn't want to step on anyone's toes by doing this. My patch wont be modifying or using your code at all it would only modify the vanilla biotech code via patch operations, I was mainly concerned if i made a inheritable archite genes mod that you may take it the wrong way. But regardless i do want to credit you on my page since you pointed me in the right direction of how to make stuff inheritable.
redundantusage  [author] 15 Nov, 2022 @ 5:25pm 
Skylar, feel free to post any patch or modifications to my work you want, that's what modding is all about. If it's a patch to my mod just make sure you post a link or something back to this or the same mod, just because I didn't want mine to not mess with the original genes doesn't mean others might not like it.
Skylar 14 Nov, 2022 @ 11:19pm 
Hey, So i was curious ive managed to get a small patch setup by using patch operations. All i did was modify the values of the pre-exsisting genes using that and removing the archite capsule cost and making a separate category but im aware you also wanted to avoid modifying the original genes. My question to you is would you mind if i release this on the workshop? Or would you like me to provide the patch i have to you (Personally dont mind either way just really want to see this sort of thing on the workshop since my own mods rely on the uninheritable genes)?
Attention Deficit Dave 6 Nov, 2022 @ 12:11pm 
As someone who wanted this mod and couldn't make it myself, I appreciate the effort and will watch for the update whenever you have time.
redundantusage  [author] 5 Nov, 2022 @ 7:36pm 
Jdalt40, realistically I was expecting nothing, first real attempt modding, kind of winging it as I go. Gonna disable the gene for now, hopefully I can work out later how to make it work.
Attention Deficit Dave 5 Nov, 2022 @ 6:24pm 
Happy to help. I hope you're able to get it to work and thanks for trying in any case! I play almost exclusively with immortals and am excited for what you're doing here, immortal-dad wise.
Jdalt40 5 Nov, 2022 @ 5:16pm 
I'm going to be honest, I'm not sure what you were expecting lol

Deathless does not have a GeneClass, it is hardcoded for that def specifically, you'd have to patch it in csharp for it to check your def too for it to work
redundantusage  [author] 5 Nov, 2022 @ 2:59pm 
Thanks for testing that Dave, I'll check it out and see what I can figure out.
Attention Deficit Dave 5 Nov, 2022 @ 1:27pm 
The Death immunity gene does not seem to function. I disabled all other mods, started a dev map and have killed a pawn who only possessed the Death Immunity gene, both through starvation and blood loss. Each time they just died with no regeneration coma and the game ended ("The story is over.. etc").
redundantusage  [author] 5 Nov, 2022 @ 1:06pm 
So defname was necessary just because these generics are separate genes, you could get a similar result by patching the actual archite genes as well, but I didn't want to mess with any vamp stuff or interactions other mods might have. That said, the thing that actually keeps them from being inherited even when I made my own copies was actually the cost in archite capsules. Best as I can tell even if you make new genes, new categories, etc, if they have an archite capsule cost, they won't inherit. I'm fairly new myself, so most of this is just me messing around with it. Good luck if you do make your own gene mods by the way, looking forward to trying it out.
Skylar 5 Nov, 2022 @ 12:46pm 
Out of curiosity how did you make it inheritable (new to modding and wanting to try out genes at some point)? I presume all you needed to change was the category and the defname for it to work.
ParasiticSquid 4 Nov, 2022 @ 6:33am 
Guess ill stick to cherry picker for now then lol
redundantusage  [author] 4 Nov, 2022 @ 5:58am 
Nope, still in the main mod. If I ever figure out how to add a mod options section to the mod, I'll add a way to toggle off different parts though, it's on the list.
ParasiticSquid 4 Nov, 2022 @ 5:50am 
So did you remove them from the main mod to this one or is this just a version with only these? Asking because I DON'T want these but do want to main mod content due to the possibilities it enables players to make with xenotypes