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"Sure, buddy".
*Euthanize by cut*
It's been a little while since I played RimWorld now, so my memory on the exact situations allowed and disallowed is a little blurry. But I know for a fact it would prevent me from implanting xenogerms on some prisoners due to their ideology beliefs.
And this mod fixes that to where you can order it anyway, regardless of their beliefs. Because RimWorld.
In one of my runs I use preferred xenotypes, which I like the social effects of, but in my mind given almost all xenotypes are based on endogenes (inheritable by their children, perpetuating the xenotype), adding an enhancing xenogene like Ageless shouldn't suddenly make a Waster/Yttakin/Pigskin not a Waster/Yttakin/Pigskin.
This also matches give the game doesn't remark a pawn as being your custom xenotype just because you implant them with matching genes -- after all, their children wouldn't have those genes.
In my theme run it'd make more sense that only preferred xenotypes get (non-germline) enhancements like Ageless, or even Super-Immunity.
Anyway, just a vote for adding such an option! Thanks for updating this one to 1.5!
We can butcher them
Sell them
Hire them as slaves
But we can't do genetical experiment lol.
But to be honnest, this should require a base game update instead of a mod...
I mean you have mood debuff in case you're not doing the things are they're supposed to...
So there's no need to forbid anything... If you force, then assume the mood debuff. That's all.
And yes, I have used dev mode to edit ideology, but I wanted to maintain this religion of crazy people who consider themselves the master race, although with access to genetic (and mechanical) improvements. Basically, something similar to "Upgrade Predator", from The Predator (2018) (dishonorable "race" in Predator lore, but interesting outside of it)
But the preferred xenotypes in your ideology are definitely your problem. I also used to run preferred xenotypes with one of my colonies. It's really a hindrance more than anything, but it's an option for some more immersive roleplaying. I eventually removed them via dev mode because it just wasn't fun.
If you're not against using dev mode yourself, it's really easy to remove those preferred types from your ideology.
* Just activate dev mode within the pause menu->options->general settings
* Return to the game and enable God mode (small icon at the top that resembles a face)
* Open your ideology screen where you view your ideology's precepts and other details
* Enable "DEV: Edit mode" at the top right by clicking the red 'X' to the right (it'll turn to a green checkmark)
* You can then scroll down, click the preferred xenotypes, and select remove
* Go back into the game options and disable dev mode and your done!
(I would open the discussion on this, but English is not my language and it is difficult for me to write messages that can be understood)
I may look into creating a separate mod that completely ignores ideology and allows implanting on anyone regardless of relation to the colony, but please understand it's not a high priority right now.
If you want to open a discussion, I'd be interested in getting a poll on how many people would actually be interested in such a mod. Everyone interested could just leave a quick comment stating their interest.
I guess I'll have to put someone in prison so I can implant fun things in them... and couldn't you make it applicable to anyone?
Admittedly, my testing for this was miniscule. I mostly made sure no errors were thrown at startup, but I'll do some more thorough testing once I get some time.
Any chance you could fork another one of Zed's mods - Gene Collector QoL ?
I've looked through the entire workshop and haven't found anything similar
"That is against my system of beliefs."
"Oh. Oh, right then, off you go! Good thing we weren't planning an organ harvet, eh? Eh?"