RimWorld
WVC - Xenotypes and Genes
 このトピックはピン留めされているので、おそらく重要です
Sergkart  [開発者] 2022年11月20日 22時17分
Suggestions
If you have any suggestion or idea for a mod that you would like to share, go ahead. Be it balance, mechanics, genes, etc.

I can't promise that I will implement your suggestion, but I will definitely read it.
最近の変更はSergkartが行いました; 8月27日 0時22分
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Rotrules 2022年11月21日 15時02分 
How about allowing xenotypes to have the "natural psylink gene" without the need of the super "psy-sensitive gene"?

How about renaming the "dumb" gene into something else such as the "arrested development" gene?
最近の変更はRotrulesが行いました; 2022年11月21日 15時03分
Sergkart  [開発者] 2022年11月21日 16時56分 
rotrules1234 の投稿を引用:
How about allowing xenotypes to have the "natural psylink gene" without the need of the super "psy-sensitive gene"?

How about renaming the "dumb" gene into something else such as the "arrested development" gene?

I'm going to remove the dependence on all genes, just make them a little more demanding on metabolism.
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I do not mind renaming, I still have no ideas for a shorter but more meaningful name.
Rotrules 2022年11月23日 10時28分 
Sergkart の投稿を引用:
rotrules1234 の投稿を引用:
How about allowing xenotypes to have the "natural psylink gene" without the need of the super "psy-sensitive gene"?

How about renaming the "dumb" gene into something else such as the "arrested development" gene?

I'm going to remove the dependence on all genes, just make them a little more demanding on metabolism.
-
I do not mind renaming, I still have no ideas for a shorter but more meaningful name.

Thanks for accepting my suggestions!
For natural mechlink, you're going to need to either have the mechlink be removed on death, or be its own class of mech link implant that isn't removeable, otherwise you can have a scenario where you vat grow a xenotype with this gene and creating infinite mech links for normal colonists.
Sergkart  [開発者] 2022年11月29日 23時20分 
Booperius の投稿を引用:
For natural mechlink, you're going to need to either have the mechlink be removed on death, or be its own class of mech link implant that isn't removeable, otherwise you can have a scenario where you vat grow a xenotype with this gene and creating infinite mech links for normal colonists.

I don't see this as a problem, if the players want to do that, then let them do it. Kill boxes make combat much easier, but no one forces you to use them. It's exactly the same here.

I wrote about the fact that vanilla mechlink is used in a note to the gene.
unsure of the feasibility but a natural "growth vat" replaces a womb with a customizer, allowing for greater genetic manipulation, it can use its own DNA, the fathers(or none if its a asexual) along with harvested genes, which can be taken from corpses or the living, the trade off being the more complex the longer the pregnancy and a greater need for food.
Sergkart  [開発者] 2022年12月1日 13時16分 
BOBBINS の投稿を引用:
unsure of the feasibility but a natural "growth vat" replaces a womb with a customizer, allowing for greater genetic manipulation, it can use its own DNA, the fathers(or none if its a asexual) along with harvested genes, which can be taken from corpses or the living, the trade off being the more complex the longer the pregnancy and a greater need for food.

Wow. At the moment, this is practically impossible for me. Even in the first two lines, I see months of work.

However, in pregnant pawns, it is already possible to see the genes of the fetus. I think it is quite possible to attach an editor to this by setting some conditions. When I finish my current plans, I'll at least take a look at the vanilla pregnancy code.
Sergkart の投稿を引用:
BOBBINS の投稿を引用:
unsure of the feasibility but a natural "growth vat" replaces a womb with a customizer, allowing for greater genetic manipulation, it can use its own DNA, the fathers(or none if its a asexual) along with harvested genes, which can be taken from corpses or the living, the trade off being the more complex the longer the pregnancy and a greater need for food.

Wow. At the moment, this is practically impossible for me. Even in the first two lines, I see months of work.

However, in pregnant pawns, it is already possible to see the genes of the fetus. I think it is quite possible to attach an editor to this by setting some conditions. When I finish my current plans, I'll at least take a look at the vanilla pregnancy code.
nice, even a basic one would do wonders.
the mod is already a god send, and that would be great for more specialised colonies.
Gene idea:
[Excise]
Archite gene that allows pawns to replace lost or damaged organs by brutally ripping them out of others.
Using an ability on a downed pawn will cause them to die/become seriously injured and the lost/damaged organ to be replaced/repaired
Also, a gene for some armor-piercing claws or fangs would be nice
Sergkart  [開発者] 2022年12月4日 15時35分 
SAUCE__GODD の投稿を引用:
Gene idea:
[Excise]
Archite gene that allows pawns to replace lost or damaged organs by brutally ripping them out of others.
Using an ability on a downed pawn will cause them to die/become seriously injured and the lost/damaged organ to be replaced/repaired

Implementation will take a lot of time. Maybe when I finish my current plans.

SAUCE__GODD の投稿を引用:
Also, a gene for some armor-piercing claws or fangs would be nice

It's easy, the longest part is drawing the icon. Will be in one of the next updates.
More Xenotype Icons mayhaps? With your new mechanoid genes, some robot icons to match would be nice.

Syther Head, Tiny Millitor, Something that looks like a centipede. Just throwing out ideas.
Sergkart  [開発者] 2022年12月6日 11時59分 
SunButt の投稿を引用:
More Xenotype Icons mayhaps? With your new mechanoid genes, some robot icons to match would be nice.

Syther Head, Tiny Millitor, Something that looks like a centipede. Just throwing out ideas.

Okay, not soon, but it will be. Icons don't take giga-hours to implement, so I'll get to them when I'm done with the current balancing of the mechanoid genes.
Sergkart の投稿を引用:
SunButt の投稿を引用:
More Xenotype Icons mayhaps? With your new mechanoid genes, some robot icons to match would be nice.

Syther Head, Tiny Millitor, Something that looks like a centipede. Just throwing out ideas.

Okay, not soon, but it will be. Icons don't take giga-hours to implement, so I'll get to them when I'm done with the current balancing of the mechanoid genes.
Sweet. Keep the love for yo mod man.
Please add an option to opt out of the mechaskin visual, it overwrites other body mods
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