RimWorld
WVC - Xenotypes and Genes
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Sergkart  [개발자] 2022년 11월 20일 오후 10시 17분
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.
Sergkart 님이 마지막으로 수정; 2025년 8월 27일 오전 12시 22분
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Rotrules 2022년 11월 21일 오후 3시 02분 
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?
Rotrules 님이 마지막으로 수정; 2022년 11월 21일 오후 3시 03분
Sergkart  [개발자] 2022년 11월 21일 오후 4시 56분 
rotrules1234 님이 먼저 게시:
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 2022년 11월 23일 오전 10시 28분 
Sergkart 님이 먼저 게시:
rotrules1234 님이 먼저 게시:
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!
Booperius 2022년 11월 29일 오후 6시 55분 
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  [개발자] 2022년 11월 29일 오후 11시 20분 
Booperius 님이 먼저 게시:
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.
Frost, Hell Jumper 2022년 12월 1일 오후 12시 53분 
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  [개발자] 2022년 12월 1일 오후 1시 16분 
BOBBINS 님이 먼저 게시:
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.
Frost, Hell Jumper 2022년 12월 2일 오전 6시 03분 
Sergkart 님이 먼저 게시:
BOBBINS 님이 먼저 게시:
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.
SAUCE__GODD 2022년 12월 4일 오후 3시 25분 
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
SAUCE__GODD 2022년 12월 4일 오후 3시 25분 
Also, a gene for some armor-piercing claws or fangs would be nice
Sergkart  [개발자] 2022년 12월 4일 오후 3시 35분 
SAUCE__GODD 님이 먼저 게시:
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 님이 먼저 게시:
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.
WetSocks 2022년 12월 6일 오전 11시 43분 
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  [개발자] 2022년 12월 6일 오전 11시 59분 
SunButt 님이 먼저 게시:
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.
WetSocks 2022년 12월 7일 오전 6시 38분 
Sergkart 님이 먼저 게시:
SunButt 님이 먼저 게시:
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.
Ros[É] 2022년 12월 8일 오후 7시 02분 
Please add an option to opt out of the mechaskin visual, it overwrites other body mods
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