RimWorld
WVC - Xenotypes and Genes
 Ten wątek został przypięty, więc pewnie jest ważny
Sergkart  [producent] 20 listopada 2022 o 22:17
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.
Ostatnio edytowany przez: Sergkart; 27 sierpnia o 0:22
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Rotrules 21 listopada 2022 o 15:02 
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?
Ostatnio edytowany przez: Rotrules; 21 listopada 2022 o 15:03
Sergkart  [producent] 21 listopada 2022 o 16:56 
Początkowo opublikowane przez rotrules1234:
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 23 listopada 2022 o 10:28 
Początkowo opublikowane przez Sergkart:
Początkowo opublikowane przez rotrules1234:
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 29 listopada 2022 o 18:55 
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  [producent] 29 listopada 2022 o 23:20 
Początkowo opublikowane przez Booperius:
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  [producent] 1 grudnia 2022 o 13:16 
Początkowo opublikowane przez BOBBINS:
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.
Początkowo opublikowane przez Sergkart:
Początkowo opublikowane przez BOBBINS:
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 4 grudnia 2022 o 15:25 
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 4 grudnia 2022 o 15:25 
Also, a gene for some armor-piercing claws or fangs would be nice
Sergkart  [producent] 4 grudnia 2022 o 15:35 
Początkowo opublikowane przez SAUCE__GODD:
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.

Początkowo opublikowane przez SAUCE__GODD:
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 6 grudnia 2022 o 11:43 
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  [producent] 6 grudnia 2022 o 11:59 
Początkowo opublikowane przez SunButt:
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 7 grudnia 2022 o 6:38 
Początkowo opublikowane przez Sergkart:
Początkowo opublikowane przez SunButt:
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] 8 grudnia 2022 o 19:02 
Please add an option to opt out of the mechaskin visual, it overwrites other body mods
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