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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on November 16, 2014, 02:59:52 PM

Title: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 02:59:52 PM
(http://i.imgur.com/CqBTfJw.jpg)

Hey everybody,

this is Eugenics my new mod. It adds colonist genetics and colonist breeding as well as genetic engineering.

Features:

Genomes - a whole new system - you can extract your colonists Genomes and alter them with a few machines. All those machines need some (500) power to operate and you need to man them (like turrets) to make them work. I added this to get some direct control over all this micro management. All Genomes spawn forbidden to add more control. If you want to forbid a machine (for now) you have to use the storage settings to toggle if a machine can take Genomes or not. I am currently looking for a way to make management easier.
Currently there is no research requirement for all this but I might add some requirements later.

Genome Extractor - extracts Genomes from colonists.

Genome Resequencer - copies a Genome.

Genome Splicer - recombines two Genomes to become a new Genome.

Genome Marker - marks random Genes in the Genome to become dominant (marked with an *) so when recombining Genomes this Gene will be prefered over the not dominant Gene. If both Genes are dominant no Gene is dominant.

Genome Incubator - breeds a Pawn from a Genome - at the moment this machine needs a corpse next to it in addition - a Pawn for a Pawn. This might change into a more sophisticated system later.


I understand that you need to get used to the micro management but Im working on a more direct command system for processing the Genomes but for now you need to micro manage with forbidding and storage settings. Please tell me what you think about it - all feedback is appreciated.

Have fun breeding your own Super Colonist.

Thank you very much Jabbamonkey (https://ludeon.com/forums/index.php?topic=7109.0) for all those wonderful textures - you da real MVP

DOWNLOAD ME!! (https://www.sendspace.com/file/ui4a1k)

Oh and.. the backstory thing is a bit broken because the bodyType is read from the backstory so I had to make it "unsaveable"
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Reysuke on November 16, 2014, 03:19:28 PM
Awesome Idea
Gonna test it when i get home
Lets breed an army :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: H_D on November 16, 2014, 04:48:28 PM
Human crafting, hell yeah. Now the only thing missing is some creative way to deal with excessive prisoners (because killing them for organs and skin is waste of potential) to finally create my perfect world from dreams.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Darkfirephoenix on November 16, 2014, 04:57:50 PM
Quote from: H_D on November 16, 2014, 04:48:28 PM
Human crafting, hell yeah. Now the only thing missing is some creative way to deal with excessive prisoners (because killing them for organs and skin is waste of potential) to finally create my perfect world from dreams.
Well you can kill them for the organs and THEN use them to make a clone!
"Welcome new prisoner! There is no need for you to tell your name, we will just take all your organs and use your corpse to make the perfect colonist. Well then: Have a nice day."
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 04:59:29 PM
Nice. Gonna have a look at how you did the code, seems very unusual to be able to copy skill #'s.

1) Is that *any* corpse? If it's any corpse, I can see people cloning 50+ 15+ skill colonists easily: possibly limit to a certain threshold of <damage>? i.e. only fresh, slightly damaged corpses can be used, not beat up mangled dog gnawed ones?

2) Is there no negative RNG factor at all? Balance wise, the higher the numbers of *dominant traits, the higher the % fail rate, surely? Needs a fail rate, otherwise it's an exponential curve to 20/20/20/20/20/20/20 colonists.

3) Um. Your sprites are very very sexy. Can I steal one? (with credit)? ...grrrrroah. In fact... I just want them all. (soo good).
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 05:04:48 PM
Quote from: Cat123 on November 16, 2014, 04:59:29 PM
Nice.

1) Is that *any* corpse? If it's any corpse, I can see people cloning 50+ 15+ skill colonists easily
yes its ANY human corpse
2) Is there no negative RNG factor at all? Balance wise, the higher the numbers of *dominant traits, the higher the % fail rate, surely?
there is no negative rng factor but the "markers" wont be passed on to the next generation and marking is random so its a lot of grinding and splicing to get the exact set of dominant traits you want
3) Um. Your sprites are very very sexy. Can I steal one? (with credit)? ...grrrrroah. In fact... I just want them all. (soo good).
You will have to ask jabbamonkey he made them


oh and you dont want to look at the code.. trust me :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 05:12:17 PM
Defs/recipeDefs is empty - intended?


And yes.... what XML reader do you use? You're suffering from horrible formatting issues ;)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 05:15:50 PM
Quote from: Cat123 on November 16, 2014, 05:12:17 PM
Defs/recipeDefs is empty - intended?


And yes.... what XML parser do you use? You're suffering from horrible formatting issues ;)
Yes thats intended - the magic of .dll modding
my xml parser is called editor.exe (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 05:19:52 PM
Quote from: JuliaEllie on November 16, 2014, 05:15:50 PM

Yes thats intended - the magic of .dll modding
my xml parser is called editor.exe (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)

http://notepad-plus-plus.org/

Bad XML formatting drives people bonkers.

And yeah, if everything is locked to a .dll, it's very... opaque. Not sure why Rimworld has decided to plump with .dll stuff, especially if the XML is there to handle it. I'm not seeing any advantage at this point.


If anything, it makes vanilla 100% incompatible with most mods << recursively. Vanilla is never going to mix the .dlls with its code, but merging XML is piss easy. http://tortoisesvn.net/  << hint: all decent modders should be using this & tying to the main code base, but "whatever".

Odd odd choice.

In this case, with the stripping skill #'s it's probably needed: general thoughts though.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 05:25:07 PM
Because the xmls do nothing on their own. They are only config files for the .dlls. I only use them to declare very basic stuff or stuff Im too lazy to make in c#. Theoredically its possible to make things only declared by a Def type and DefName and do the rest in the .dll.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 05:26:19 PM
Quote from: JuliaEllie on November 16, 2014, 05:25:07 PM
Because the xmls do nothing on their own. They are only config files for the .dlls. I only use them to declare very basic stuff or stuff Im too lazy to make in c#. Theoredically its possible to make things only declared by a Def type and DefName and do the rest in the .dll.


Yeah, I know that.

It's awful practice to have .dlls that aren't in the main branch used for mods though. Fucking terrible.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 05:29:23 PM
Actually its the best thing you can have because you can do whatever you like. You can make your own tools, libraries, features, you could even make a completely different game out of it. Absolute creative freedom - without this many mods wouldnt have been possible.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 05:32:34 PM
Quote from: JuliaEllie on November 16, 2014, 05:29:23 PM
Actually its the best thing you can have because you can do whatever you like. You can make your own tools, libraries, features, you could even make a completely different game out of it. Absolute creative freedom - without this many mods wouldnt have been possible.

And why do we convert .dll functions into XML base on the main branch?

Hint: so that it's not repeated 1,000,000 times in each individual mod.

I'm not in the mood atm, but I'm fairly sure I know what your .dll does - it's stripping # off <skill> totals from <saved data> pawns, saving them elsewhere (temp), doing a bit of RNG to keep whichever ones and then copy/pasting them.

Now, you might use that for a cloning process. I see that as possibly being very useful for dynamic event procedural generation, where you're stripping (dead) pawns of damage stats, averaging it over time to weigh a "colony threat level" around their kill zone. Then saving it, and porting it into a RNG where I can weight that number against much more dangerous events (that would be totally unfair with smaller colonies).

See?

But since it's a .dll, fuck it.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 16, 2014, 05:38:55 PM
well mainly because the game isnt open source I guess :D but anyone can call from another assembly/namespace just like we do it with the original rimworld assemblies. What you think about seems to be something like Forge I tried to arrange such a thing a few times but it seems like we all prefer to be hermits :D  New Recipe Nurse is the only standard we could decide on so far :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Cat123 on November 16, 2014, 05:48:19 PM
Quote from: JuliaEllie on November 16, 2014, 05:38:55 PM
well mainly because the game isnt open source I guess :D but anyone can call from another assembly/namespace just like we do it with the original rimworld assemblies. What you think about seems to be something like Forge I tried to arrange such a thing a few times but it seems like we all prefer to be hermits :D  New Recipe Nurse is the only standard we could decide on so far :D

Don't even get me started on why there aren't master Excel sheets used to export to XML instead of the current stuff (!).

Meh, I'm talking big without producing anything. I'll make my little mod, then see what the oldtimers think.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Dragoon on November 16, 2014, 07:59:29 PM
YAY (this is awesome soon I shall ave the mods I want MURHAHAHAHAHAH)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Puch22 on November 16, 2014, 08:49:08 PM
Love it, nice work. Though after I animate a corpse into a colonist they start to develop different stories. I cloned my best colonist who could do every task, the clone was fine then it generated a random name and story, so it stopped being able to clean and doctor, things like that.

P.S. Hi c:
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Moe on November 16, 2014, 09:30:57 PM
Hi Julia,

this mod is really fantastic and I had it featured in my stream.

Please keep up the good work your fan ->Gameutopia ;)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Clibanarius on November 16, 2014, 10:09:44 PM
Julia, I love how every single one of your mods is awesome and creative (or just plain needed for RimWorld ala RumWorld). Thank you!
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 17, 2014, 03:31:06 AM
Thank you very much everyone. You are the best. It took some time to make this mod and its good to see you enjoy it even in its current state.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Minus on November 19, 2014, 12:21:55 AM
Gave me the fun idea to use EdB prepare carefully to reduce myself to one colonist. I then cloned him and forbid myself from using slaves. Difficult to get going, but pretty rewarding!

It also makes me want to create a corpse factory in my mod, using spare body parts and such, to go along with this one. Really liking the cost of corpses, as they're not something infinitely growable or easily buyable, but they're also not super expensive and rare either. It balances out well I'd say.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 19, 2014, 06:32:23 AM
Quote from: Minus on November 19, 2014, 12:21:55 AM
Gave me the fun idea to use EdB prepare carefully to reduce myself to one colonist. I then cloned him and forbid myself from using slaves. Difficult to get going, but pretty rewarding!

It also makes me want to create a corpse factory in my mod, using spare body parts and such, to go along with this one. Really liking the cost of corpses, as they're not something infinitely growable or easily buyable, but they're also not super expensive and rare either. It balances out well I'd say.

Thats a pretty cool idea Dr Frankenstein. Thats so grimdark GamesWorkshop is going to sue you :D Yeah Ive made good experience with corpses as crafting ingredient in earlier mods they are just about the right balance between availability and value - given youre not using the Zombie mod :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: kiko on November 21, 2014, 12:32:15 PM
Hello.. mighty modders of great mods 

First of all thx for the Dr.Frankestain feeling you provide
Having read about this mod(but haven't tested it yet) I've come in conclusion that a freeze room (like the one from Evil Genius) would be quite useful..The room should keep fresh the corpses for X amount of time and more corpses = more power demand :) Pretty fair i think..
Also maybe species cross breed... :D

Please don't take this like request or demand, this is just a simple idea that came to my (twisted :P ) mind.
I DON't know what are the possibilities of this engine NOR i have some great programming or modding knowledge



-------Edit ------
by mighty modders i mean on Julia and Minus

And one more thing...Sorry for bad English :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: eatKenny on November 21, 2014, 02:15:18 PM
i acctually had a idea a while ago, to make a mod that can clone pawns but with limited life span(like in the film "Moon") .

more specifically, i'd like to have a machine that can extract/save DNA form a pawn(live or dead, colonist, prisoner, animal etc.) and creat clones if necessary(which will take some time and some resource), as penalty each clone will give colonists a mood nerv "have a clone in the colony  -5". the clones will live about 15-30 days and then die.

even better, there might be a "clone trader" which arrives like other trader and make a clone for you as your request, the clones will land in drop pods.

the purpose is to boost the colony in a specific direction for a short time: if you urgently need a lot of metal then clone the miner, if you have too many prisoners then clone the talker etc. and of cause, if your favorite colonist dies, you can always have a colne.

i don't know if you have time to make this, i will also post this als a mod request.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 21, 2014, 02:41:07 PM
I totally love the idea of a limited life time. I could make it one ingame month or something. This could bring balance to the force .. err.. clones.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Halinder on November 21, 2014, 08:20:07 PM
The fact that this exists opens a window of opportunities.

Specifically, in coordination with the zombie apocalypse mod and the mechanical defense mod, one can add a zombie room to a killbox. Simply place receding walls as doors so the zombies don't beat them down, make sure it's powered, then all you need is a single zombie to begin sacrificing colonists to the greater good of defensive power!
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Ded1 on November 21, 2014, 09:31:53 PM
Yeah Julia i will definatly be adding this to the modpack when its out of early release.  Sounds like it would fit right in.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: caesius on November 23, 2014, 04:07:43 AM
hi! i'v been interested in this mod and its wonderful!

but found some bugs (one is critical)

let genome status window be opened. wait until auto saving.
then game gonna be crushed (more exactly, saving and save file is fine. and game is continually progress. but you need to re-start game because of window color crush). it is very critical bug i think.

and i can't destroy so many of useless genomes. my Crematory can't burn those items (other items
are can be burned normally). so i just burn them manually (by using flame thrower).
i think you need to make some way to destroy genomes

and it is needed, i think, to rebalance process.
i could make perfect genome(full interested in every work. have superior traits, and even great appearance) by copy and mix and choose superior one and process (evolution like process?). markers are not used. it takes some time (about 10 hour?) but it can be done, easily more than your expectation.

thank you for your wonderful work again ! plz continue this mod! (my english is suck so you might have some trouble to read this. sorry about that :P)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on November 23, 2014, 04:34:29 AM
Quote from: caesius on November 23, 2014, 04:07:43 AM
hi! i'v been interested in this mod and its wonderful!

but found some bugs (one is critical)

let genome status window be opened. wait until auto saving.
then game gonna be crushed (more exactly, saving and save file is fine. and game is continually progress. but you need to re-start game because of window color crush). it is very critical bug i think.

and i can't destroy so many of useless genomes. my Crematory can't burn those items (other items
are can be burned normally). so i just burn them manually (by using flame thrower).
i think you need to make some way to destroy genomes

and it is needed, i think, to rebalance process.
i could make perfect genome(full interested in every work. have superior traits, and even great appearance) by copy and mix and choose superior one and process (evolution like process?). markers are not used. it takes some time (about 10 hour?) but it can be done, easily more than your expectation.

thank you for your wonderful work again ! plz continue this mod! (my english is suck so you might have some trouble to read this. sorry about that :P)

Thank you very much for your reports. That is really an interesting bug and I have no clue why this happens. I guess Ill need to have a closer look at this.
Yeah right I forgot to make a way to destory genomes maybe I just should make them burnable at the crematorium like you said.
I think spending 10 hours on a single mods feature is enough - there are many other mods out there which want attention as well.

Comments like this make me want to continue the mod even more :)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: caesius on November 23, 2014, 05:03:31 AM
thanks for reply!

i wanted get great appearance and all great features. so it tooks 10 hours. but if i didnt consider
appearance and not significant features. than it takes more less time i think. (about 5 hours maybe?)
and you should noticed that, i didnt use marker. if use marker properly, well...
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: john1978 on November 23, 2014, 02:04:41 PM
Great mod thank you sir!!!!!!!!!!!!!!!  :-*
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Clibanarius on November 28, 2014, 07:43:37 PM
JuliaEllie isn't a male name, typically. Waaaat. That said, this mod is so damned great.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Ded1 on November 28, 2014, 08:37:41 PM
Btw JuliaEllie once this is mostly bug free (almost impossible to get all bugs out of something) mind if i add it to the pack?  If you could toss me a message when its good i would very much appreciate it if i can.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Snowpig on December 01, 2014, 07:13:42 AM
How do i get rid of genomes i do not need?
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on December 01, 2014, 06:30:15 PM
Quote from: Snowpig on December 01, 2014, 07:13:42 AM
How do i get rid of genomes i do not need?

Well.. at the moment you dont.. But I will make a solution for this on the Alpha 8 update. :)
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: StorymasterQ on December 01, 2014, 08:01:04 PM
Make a lawn g-nome :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Shrizer on December 02, 2014, 05:34:37 AM
Quote from: StorymasterQ on December 01, 2014, 08:01:04 PM
Make a lawn g-nome :D

Go sit in the corner and think about what you just did.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on December 02, 2014, 08:09:03 AM
Quote from: StorymasterQ on December 01, 2014, 08:01:04 PM
Make a lawn g-nome :D

If you can provide a Multi Texture - front back and side - I will :D
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Ouan on December 15, 2014, 08:55:21 PM
So, I went to write to you about your mode being totally broken. It was going to be one of the few major complaints that I have had for your mods. Instead, it turns out that I can not read and now require to go back to kindergarten to learn 7 from 8. I decided that after my first play-through on the new alpha to dive into the mods that are out already as I usually do after my first sorjourn to into learning the new mechanics. It turns out that the mod for genomes is not yet 8 and when installed on my newest colony, it makes the game unplayable, but only after you first try to build one of your mods pieces.
I usually turn to your mod productions first to see what has come out of your mind since I last played. When I went onto your twitch today to see if you had anything cooking and I saw a new list to all of your creations that you had linked. I went through the list, fell in love wit the genome idea on top of the the borging process, and figured that coupled with ExtendedSurgery, I would make quite the evil mountain fortress of enhanced doom. Alas, neither this mod nor extended surgery are yet out for Alpha 8, so I will have to wait impatiently for this mod to be revamped for the new changes (as it obviously is not near to compatible based upon my error log of despair and my now unplayable play-through) . Not bad crowd appeal considering that I did not even know you had made this thing before today. Keep up the good work!
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on December 15, 2014, 09:24:51 PM
Quote from: Ouan on December 15, 2014, 08:55:21 PM
So, I went to write to you about your mode being totally broken. It was going to be one of the few major complaints that I have had for your mods. Instead, it turns out that I can not read and now require to go back to kindergarten to learn 7 from 8. I decided that after my first play-through on the new alpha to dive into the mods that are out already as I usually do after my first sorjourn to into learning the new mechanics. It turns out that the mod for genomes is not yet 8 and when installed on my newest colony, it makes the game unplayable, but only after you first try to build one of your mods pieces.
I usually turn to your mod productions first to see what has come out of your mind since I last played. When I went onto your twitch today to see if you had anything cooking and I saw a new list to all of your creations that you had linked. I went through the list, fell in love wit the genome idea on top of the the borging process, and figured that coupled with ExtendedSurgery, I would make quite the evil mountain fortress of enhanced doom. Alas, neither this mod nor extended surgery are yet out for Alpha 8, so I will have to wait impatiently for this mod to be revamped for the new changes (as it obviously is not near to compatible based upon my error log of despair and my now unplayable play-through) . Not bad crowd appeal considering that I did not even know you had made this thing before today. Keep up the good work!

Thanks. I am very sorry that this mod ruined your playthrough but at the moment I can not update this mod to Alpha 8 because Lord Tynan made a core method used in the mod as a core mechanic (namely adding Comps on runtime) private. The whole genome management relied on the forbidable component and the AddComp() method was embedded in my own ThingMaker. Porting this mod to Alpha 8 would mean a complete rewrite of the mod.
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: caesius on December 17, 2014, 04:22:39 AM
it is too sad to hear...that this mod cant be moved to alpha 8 ....
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Tormound on January 18, 2015, 02:12:21 PM
Is it possible to make it so instead of doing the whole genome splicing and such(since it's not possible anymore) that you could make it so that colonist you send to these production tables are cloned? Like fully cloned with the same name and skills at the time they were made?
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on January 18, 2015, 02:46:40 PM
Quote from: Tormound on January 18, 2015, 02:12:21 PM
Is it possible to make it so instead of doing the whole genome splicing and such(since it's not possible anymore) that you could make it so that colonist you send to these production tables are cloned? Like fully cloned with the same name and skills at the time they were made?

Well I could but that would be too easy and also defeat the whole purpose of the mod
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Tormound on January 18, 2015, 03:11:06 PM
Quote from: JuliaEllie on January 18, 2015, 02:46:40 PM
Quote from: Tormound on January 18, 2015, 02:12:21 PM
Is it possible to make it so instead of doing the whole genome splicing and such(since it's not possible anymore) that you could make it so that colonist you send to these production tables are cloned? Like fully cloned with the same name and skills at the time they were made?

Well I could but that would be too easy and also defeat the whole purpose of the mod
I was under the whole "something is better than nothing" impression. Also, I was looking for a mod like that and you're the only one who did something even similar to it that i could find. On another note. If you were to make such a mod. How hard would it be?
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: JuliaEllie on January 18, 2015, 03:22:36 PM
Quote from: Tormound on January 18, 2015, 03:11:06 PM
Quote from: JuliaEllie on January 18, 2015, 02:46:40 PM
Quote from: Tormound on January 18, 2015, 02:12:21 PM
Is it possible to make it so instead of doing the whole genome splicing and such(since it's not possible anymore) that you could make it so that colonist you send to these production tables are cloned? Like fully cloned with the same name and skills at the time they were made?

If would be pretty simple to make. I would only have to copy the pawn and respawn it - no big deal.

Well I could but that would be too easy and also defeat the whole purpose of the mod
I was under the whole "something is better than nothing" impression. Also, I was looking for a mod like that and you're the only one who did something even similar to it that i could find. On another note. If you were to make such a mod. How hard would it be?
Title: Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
Post by: Tormound on January 18, 2015, 03:32:22 PM
So any chance you could make this mod? Or do you know anyone that may make it if asked?