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In their case, it obeys the dominant gene set, but still labels the babies as Baseliners.
I've heard this might be a Character Editor issue, but switching to the other one (can't remember the name atm) has issues with some mods I have.
Any suggestions there, or am I just stuck reapplying genes thru Character Editor?
Alpha Genes has their own logic for the eggs. Same with stuff like the AG parasitic implantation.
The Queen has the recessive gene and set to not inheritable genes (xenogerm).
The Drone has the dominant gene and set to inheritable genes (endogerm).
The idea is that the Queen only produces Drones via eggs (alpha genes I think?), but the game is still throwing "baseliner" babies with genes that stray from my Drone species when they hatch. I've had to resort to using Character Editor to fix the genes.
This mod's settings are the following:
Min % from second parent: 0.10
Max % from second parent: 1.00
Xenogenes can be inherited: 0.00
Archite genes shared by both: (Yes)
Lowest permitted metabolism: 0 (Both parents have flat 0 metabolism)
How do I make the game understand I want the babies to be the Drone species only?
That's the benefit of mods, you can pick the one you prefer. :D
As for: "when overridden by a competing one as that means the gene cant turn up later as the dominant one in one of the descendants."
Ideally the game would track recessive genes to handle such thing, but for the typical rimworld game, where you rarely see more than one or two generations I think this works fine.
No solution is going to end up perfect, and my main goal is always whatever I believe plays and feels best within the scope of a rimworld typical run.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3225695697
instead of yours. I dont want a main parent. And i dont want genes to be lost
when overridden by a competing one as that means the gene cant turn up later as the dominant one in one of the descendants.
A simple 50% chance per parent per gene makes for far more interesting long-term breeding.
I do understand your reasoning with mixed Xenotypes failing a 50% roll on either parents gene
and thus ending up with the human version of that bodypart.
But that is a price im willing to pay to get the important stuff passed on properly.
Thing is, lost genes isn't... lost genes.
If you lose trotter hands you gain human hands.
If you lose an insectoid mantis head you gain exactly a human's head complete with teeth and all.
If an slime that reproduces via division loses that gene they gain the exact reproduction mechanism of a human.
- - -
If a lost gene meant drifting towards some sort of generic default it would have been different ofc, but that isn't really the case.
For that reason I think the best way to handle "lost" genes is by removing genes that get overridden or fail to carry over from the second parent.
Finally, dramatic non-crippling/killing mutations in nature are rare. It is far more likely to lose a because a gene from another parent took that place.
Instead, I'd recommend an altered algorithm somewhat based on vanilla (but much less restrictive). First, all genes shared by both parents are automatically inherited. Next, the metabolic complexity of the child is computed and compared to the average of the two parents, with some random slush (say +- 20%?). Non-shared genes are randomly added until the child reaches that threshold. All remaining non-shared genes then have a 50% chance of being added (or perhaps, if you want to get fancy, a scaling reduction based on how many were forced in by metabolic threshold). Net is that the average metabolic complexity would tend towards the average of all ancestors.
100% isn't always optimal, though I see your reasoning, because that means that you end up with "yattakin plus" kinds of hybrids instead of "yattakin+impid hybrid" kinds of hybrids.
100% orc +15% goblin + 15% hobgoblin + 15% goblin... etc, as opposed to ~33% orc ~33% goblin ~33% hobgoblin. While it's possible that some traits may be lost due to the low population size, that can happen in nature as well due to random chance (again, in small populations). The saving grace against that possiblity is that siblings could carry that gene instead.
But anyways, that's just one way of looking at it, and my personal reasoning as to why a primary parent inheritance slider makes sense as a config option.
The primary parent will always be 100%, otherwise they'd randomly lose genes.
Losing genes entirely would basically make them drift towards baseliners (remember, no genes at all means you're a basic human), and it doesn't make sense that breeding a bunch of orcs, goblins, and hobgoblins together would eventually result in a human after a few dozen generations.
It is always 100% if both parents have a gene, assuming there are no conflicting genes.
100% of the primary (randomly picked usually) parent's genes are always applied, but can get overriden by the second parent.
E.g. Pigskin Impid hybrid child may lose strong immuity due to the impid ending up the second parent and hitting the 50% chance to force-transfer weak immunity.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1084452457
Also I see you added the inheritence related genes - many thanks! I love this addition.
On that note: does anyone have a good way to apply these genes to existing xenotypes? (be it Biotech or modded). TY
Also, two minor suggestions:
1. Customizable primary parent values for inheritance, as right now inheritance appears to be either: both parents' genes are inherited at 100%, or one parent disproportionately affects the child's genome (100% for primary parent, barring overrides from secondary that are randomly inherited?), based on config.
2. An FAQ would be nice
That all being said, great job making a mod that fixes a lot of the issues with inheritance in vanilla.
Just set the mod config to inherit 100% of both.
Keep in mind that unless you're using mods that reduce gene costs it may run over budget. Also conflicting genes will always get overwritten (E.g. Strong Immunity + Perfect Immunity)
Is there a way to make it so the dominant gene xenotype is inherited along with everything else when using dominant genes? I mean I can just use character editor to fix any kids who come out baseliner, but it'd be cool to not need to do that.
the problem is i have to wait 30 ingame days for the child too be born so testing it is slow as hell
That is from a mod as well, right? If so it depends on how the modder coded it. :)
It doesn't work for things that have their own method for calculating genes, which the chestburster gene does, iirc.
Hive colonists have a nasty problem of constantly being "Mutants" according too the game due too the 25% gene inheritance from the victim chance.
1. It randomizes between those ranges, but the final result is clamped to 0%-100%.
2. Yes, that is possible. I think I already do that, but I'm not completely sure.
1) In the settings, you can move the "Max percent from second parent" past 100% up to 200%. What does that mean? How would inheriting 200% of their genes do anything?
2) Is it possible to make it so that a child can't inherit genes with "Requires X" unless it also inherits X? For example if you inherit hemogen powers that require hemogen to use but you don't have the hemogen gene, then you can't use the powers but you still pay the metabolism cost for all those useless genes.
But its still possible and the inbred gene exists.
But im sorry, i confused this mod with
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881479142
which is what i am actualy using.
Probably not no. I only check the parents genes. Though Iirc. Rimworld doesn't normally let pawns that are blood relatives get into relationships to begin with.
with the inbreed gene?
Because im not getting any.
Yes, you can mix and match genes over multiple generations.
That is correct.
The only exception is mods that add alternate pregnancies (e.g. eggs) since they may have their own logic instead.
Primary would mean that the primary parents genes will always be inherited excepting any genes that ended up overwritten by a randomly migrated gene from the Secondary parent.
@AGrey
This mod patches the event to check the parents. It is possible Alpha Genes is grabbing a random other pawn for Asexual Fission.
@Huehuecóyotl
You' have to patch the "Binary" gene unto every xenotype in that case. It would be fairly simple as a patch operation if you don't me writing one of those though.
@Colossus of Chodes
That is unfortunately a bit beyond the scope of this mod. Vanilla Expanded has a version of that gene that works for endogenes though,
One of the genes allows pawns to reproduce asexually - they just pop out a baby every 25 days.
But for some reason, the baby had all of the genes from its parent, and all of the genes from a completely random colonist who wasn't even in a relationship with the parent (who had actually joined the colony just days prior, so I know for a fact that they didn't have sex at any point)
Not sure if this is from your inheritance mod, or if this is a problem with Alpha genes.