RimWorld
WVC - Xenotypes and Genes
 Acest topic a fost fixat, deci probabil este important
Sergkart  [dezvoltator] 20 nov. 2022 la 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.
Editat ultima dată de Sergkart; 27 aug. la 0:22
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Rotrules 21 nov. 2022 la 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?
Editat ultima dată de Rotrules; 21 nov. 2022 la 15:03
Sergkart  [dezvoltator] 21 nov. 2022 la 16:56 
Postat inițial de 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 nov. 2022 la 10:28 
Postat inițial de Sergkart:
Postat inițial de 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!
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  [dezvoltator] 29 nov. 2022 la 23:20 
Postat inițial de 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  [dezvoltator] 1 dec. 2022 la 13:16 
Postat inițial de 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.
Postat inițial de Sergkart:
Postat inițial de 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.
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  [dezvoltator] 4 dec. 2022 la 15:35 
Postat inițial de 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.

Postat inițial de 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.
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  [dezvoltator] 6 dec. 2022 la 11:59 
Postat inițial de 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.
Postat inițial de Sergkart:
Postat inițial de 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 dec. 2022 la 19:02 
Please add an option to opt out of the mechaskin visual, it overwrites other body mods
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