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isndl posted:Not unless you're god-moding things in the genotype editor or fiddling with mechanics via mods, only stuff in the top half of the gene tab are inheritable by default and you have to install xenogerms individually. One of my genetics mods includes xenotype injectors, I don't recall if they have targeted ones, but they do have ones that give you a random xenotype. Of course I also do not recall which genetics mod this is.
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# ? Jun 3, 2023 02:13 |
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# ? May 26, 2024 09:36 |
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There's a few that do similar but I think that one is Outland Genetics or something with a similar name? If it's not that then it's WVC Gene's which is rather underrated and
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# ? Jun 3, 2023 03:35 |
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one of the archite genes is a gene injector so it's not the end of the world regardless. like, yes, ok, if you use it more than once every 2 years, you die. but that's why god invented resurrection serum and that poo poo self-perpetuates. i have already gone through 2 years just getting to the industrial era on these loving tribals, i am not so arrogant as to think i will be done in another 2.
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# ? Jun 3, 2023 05:34 |
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so hey on a similar note let's talk about genes. because i have not used that system before and i would appreciate hearing the wisdom of others. baseline, we can assume that we're doing all of the archite genes. i already have 2 of the things and the wiki informs me that exotic goods traders occasionally carry them. which is fine because i will be using the power of infinite corn to bribe every motherfucker around me to send infinite exotic goods traders until i can find them. i already have a dame so the empire is my primary target there. i know i need 7 but whatever, i'm gonna get that done. we can also assume that i will be installing nuclear stomachs on everyone. there's no reason not to with non-senescent and again, infinite corn means infinite good will to summon infinite traders to trade infinite crack cocaine for infinite advanced components to make infinite nuclear stomachs. consequently i don't give a poo poo about -5 metabolic efficiency. you're still not eating as much as an unmodified baseliner. the ultimate goal would be for me to build some kind of unholy ubermensch (which will almost certainly be my chieftess) and have her forcibly inject her ubermensch genes into the other colonists until every colonist has ubermensch gene packages to inject into their children the day after they are born. how would you use the metabolic points you have, SA??????????????????????? Coolguye fucked around with this message at 05:44 on Jun 3, 2023 |
# ? Jun 3, 2023 05:42 |
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Dependencies are great, as I mentioned earlier. Even better if you can mitigate chemical damage via artificial parts or similar. Best part is that they're treated as a drawback, so if you're at the point where you can reasonably expect to have access to everything, toss them in and go hog wild with the good traits. Scarless will also cure internal organ damage, so that's always an option as well. Super clotting and super fast wound healing are a good package to go with perfect immunity. Faster move speed is, of course, amazing. Tox immunity and robust are great, and you can take extra pain and install a painstopper to negate that drawback. Fire resistance is also nice since it means less interruptions from being set on fire. Unstoppable is good for similar reasons. Personally, I tend to avoid the hemogen genes because I don't like the drawbacks, but I guess you could take the good stuff and then not take deathrest? Still a pain to keep everyone fed though. So if I had to make a list: Archite metabolism +6 Extra pain +2 Sterile +1 Psychite dependency +4 Go-juice dependency +4 Wake-up dependency +4 Cold weakness, heat weakness, or weak melee damage +1 Superfast wound healing -3 Superclotting -1 Very fast runner -5 Tox Immunity -4 Fire Resistant -2 Never Sleep -6 Robust -2 Elongated fingers -1 Pollution Stimulus -1 Unstoppable -2 Gives a grand total of -5. You've got very fast very tough pawns who never sleep, are better at manipulation, and can more freely use yayo and go juice before a fight to go nuts on an enemy. The tox immunity and pollution stimulus means that you want to stink up the map, and debuffs human enemies quite nicely while making your side stronger.
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# ? Jun 3, 2023 06:14 |
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does sterile preclude you from being impregnated via IVF E: fwiw im with you on the hemogen point. i basically see it as another addiction. i am reluctant to take dependencies for the same reason. pawns melt down for the slightest loving reason in this goddamn game, i am skittish about giving them more reasons. hemogen is just another god damned need to fill. ee: i further concur about superclotting, i took one look at that on the wiki and instantly wondered if that was right. 1 metabolic efficiency for functional immunity to bleeding is absolutely bonkers. the wiki is like "well technically you're more vulnerable to infection vs being treated properly in a good hospital" and i am like yes well i will truly feel bad about that while i am not bleeding my life out over EVERYTHING Coolguye fucked around with this message at 06:25 on Jun 3, 2023 |
# ? Jun 3, 2023 06:16 |
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Worth noting that they aren't addicted. They don't get mood penalties. The amount of drugs that they take and can safely take means that they're high as balls half the time and are quite, quite happy as a result. Also worth noting that by the time you're implanting xenogerms forcibly into people, reproduction is essentially just forcibly brainwashing someone, then turning them physically into a member of your colony. Combine with the free appearance changing genes for that extra touch of homogeneity among your people.
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# ? Jun 3, 2023 06:24 |
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Dirk the Average posted:Worth noting that they aren't addicted. They don't get mood penalties. The amount of drugs that they take and can safely take means that they're high as balls half the time and are quite, quite happy as a result. ah, this is a good point, they actually take consciousness penalties and eventually fall into a coma. this is, genuinely, substantially different because you do not risk a chem-dependent pawn lashing out and taking everyone around them down too. it's still something to consider carefully because that's a big dependency to be forging. but, as harsh as a consciousness penalty is, it's nowhere near as bad as, for example, the luci withdrawal. e: also the reason i'm asking about impregnation is because the child-rearing process is super goddamn legit if done 'naturally'. you can make some hella strong pawns raising kids the old fashioned way. Coolguye fucked around with this message at 06:33 on Jun 3, 2023 |
# ? Jun 3, 2023 06:30 |
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It's also incredibly having them wander around and draw on the floor or watch bugs and stuff. Heartwarming poo poo.
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# ? Jun 3, 2023 06:37 |
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Kitfox88 posted:It's also incredibly having them wander around and draw on the floor or watch bugs and stuff. Heartwarming poo poo. you know it's good when it's cleanable like dirt but doesn't detract from the beauty in the room. even the other pawns love that poo poo. i am genuinely impressed. tynan, one of the weirdest and dumbest techbros to ever techbro, made kids endearing, adorable, AND mechanically good. what the gently caress. i love it.
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# ? Jun 3, 2023 06:43 |
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I love the conversation mod that lets them and adults interact more realistically too I just wanna do everything I can to keep the little dipshits safe and raise them well
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# ? Jun 3, 2023 06:49 |
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Coolguye posted:one of the archite genes is a gene injector so it's not the end of the world regardless. I think that's Alpha Genes.
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# ? Jun 3, 2023 07:06 |
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Kitfox88 posted:I love the conversation mod that lets them and adults interact more realistically too I just wanna do everything I can to keep the little dipshits safe and raise them well I don't know if it's vanilla behavior, but kids would also go and gently caress around on the radio the last time I had some.
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# ? Jun 3, 2023 07:52 |
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Mzbundifund posted:I’ve tried coke colonies but it’s an awful lot of work to do all the planting and hauling and processing to keep people on it regularly, especially since I like to play in harsh biomes where growing space is at a premium. I always stick to psychite tea until I've got hydro going. If you have a plant specialist from ideology it helps a ton. It's also much easier if you play with smaller colonies. I find ten very well taken care of colonists (especially transhumanists) will almost always be more productive than fifteen who are just getting by.
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# ? Jun 3, 2023 09:04 |
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Coolguye posted:ah, this is a good point, they actually take consciousness penalties and eventually fall into a coma. this is, genuinely, substantially different because you do not risk a chem-dependent pawn lashing out and taking everyone around them down too. I agree that it's a major concern early game, but you're at the point where you're trying to put together a xenogerm with all of the archite genes, so I assume that drugs aren't going to impact your budget even one little bit. I would certainly never take that many dependencies when just starting out. You can just set your pawns to carry a dose or two of each drug and schedule them to consume it every 4 days. Keep your neutroamine stocked up with traders and you'll be fine. You can also just swap sterile out for anything else that gives +1 point, like the heat/cold intolerance. Could also make 'em ugly too, but that feels a bit silly to do.
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# ? Jun 3, 2023 09:18 |
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The heat/cold tolerances are free points to me by the time I'm making special gene packs. I've learned the hard way to restrict kid zones. drat nature running. Once a kid was radiotalking and then a pirate raid happened. While they're in no way related in game mechanics, I like to think they were. Be careful with never sleep, then there's no loving.
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# ? Jun 3, 2023 15:59 |
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Back Hack posted:I think that's Alpha Genes. I don’t think it is. I saw this functionality on the wiki. I’m on my phone right now, but a little bit later I can link the page just in case I am thinking of something wrong.
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# ? Jun 3, 2023 17:17 |
Gene implanters are vanilla. That's how sanguophages work. You can just rip their implanter gene out and use it on any other kind of custom xenotype.
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# ? Jun 3, 2023 17:25 |
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Been a while since I played, set up the drug restriction to only use at low mood. Buddy just smoked a splif and slammed a tea immediately cause he was a little sad. Anyway back to carry only.
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# ? Jun 3, 2023 18:17 |
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Bondematt posted:Been a while since I played, set up the drug restriction to only use at low mood. what did your drug policy look like? the one i posted up-thread works pretty well.
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# ? Jun 3, 2023 18:22 |
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Coolguye posted:what did your drug policy look like? the one i posted up-thread works pretty well. 35 for both 1 every 2 days, intent was they would only do one to keep themselves above break threshold, but since there is no cool down he just crossfaded immediately. I should really just make more drugs.
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# ? Jun 3, 2023 18:33 |
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Bondematt posted:35 for both 1 every 2 days, intent was they would only do one to keep themselves above break threshold, but since there is no cool down he just crossfaded immediately. ah yeah that's the issue. you can handle it by just making the drug you'd prefer them to take a little higher. so like tea at 45, joint at 35. it's stupid UI design but stupid UI design is basically rimworld.txt.jpg.avi.
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# ? Jun 3, 2023 18:35 |
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holy black hell. i happened to embark on an ancient asphalt road this game, right. i normally try to get CLOSE to a road but i rarely care about being on one. apparently that BIG TIME matters, which is a serious til. i noticed early on in this game i was seeming to get more travelers than usual. cool, but since they were just passing by i just sort of waved and let them go about their business. well, my first truly large harvest of corn came in and i gave it to a bulk goods trader as a gift after buying all of his steel. allies are good, and all, right? this also is the local outlander community, so they were doubly important to butter up. i have now had five traders in the last quadrum from that community. genuinely considering installing hospitaility just because if i'm gonna be the defacto rest stop for every caravan in the area i might as well get paid for it.
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# ? Jun 3, 2023 18:50 |
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BattleMaster posted:Killing guinea pigs should trigger capybara raids It is done. I now have 1860 guinea pig fur, nutrient paste tanks full to the brim, and a pack of rabid wolves bit one of my colonists' eye out.
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# ? Jun 3, 2023 21:53 |
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The Velvet Witch posted:Because what are capybara but guinea pig heavy units I want you to know that I've been thinking about this a lot.
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# ? Jun 4, 2023 00:18 |
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Coolguye posted:so hey on a similar note let's talk about genes. because i have not used that system before and i would appreciate hearing the wisdom of others. I like to gene mod myself the slow way, so I use the points with whatever I happen to have on hand because even with lots of trading it's hard to build up the specific set of genes that you may want. It's also better imo to create specialized pawns rather than one "do everything" xenotype, but then I have a stable of genes that I also like to give to everyone (psychite dependency, robust, fast runner) If I wanted to edit together a xenotype that just breaks the game here's what I'd try. First, the "bad" stuff that increases metabolic efficiency: 1. All of the hemogen traits. Hemogen restores a bit of your hunger bar and never rots. Extracting hemogen never fails and builds a little bit of medical skill. Deathrest sucks while the pawn is doing it but the upsides more than make up for it imo. This is a solid +13 metabolic efficiency to play with and it's not much downside at all. The biggest downside is having to make a hemogen farm 2. Psychite Dependency. Granted, you'll fall into a coma and die if you don't get that sweet space candy after 30 days, but the upside is immunity to addiction. Immunity. Prescribe 1x yayo/day and move on with your life; symptoms don't start until 5 days of absence and aren't even that bad compared to addiction. At +4 efficiency this gene is straight up busted 3.Wake-up Dependency. Same deal here, gain immunity to wake-up addiction in exchange for having to take a drug that you'd normally want to be taking all the time anyway. And now for the stuff that reduces metablic efficiency, down to the minimum of -5: 1. Super immunity (x150% for only -2, this is actually a great bargain compared to Strong Immunity, which is only x110%/-1. This game has so many pain in the rear end illnesses that you can't do anything about, at least you'll be over them much faster. This also applies to infections, so you can keep) 2. Very fast runner (+0.40 for -5, this is a steep price but very worth it imo) 3. Strong melee damage (always be bashin) 4. Robust (x75% damage multiplier for only -2 is very impressive) 5. Reduced Pain (x50% pain for -1; this is really good, people underestimate how debilitating pain is to pawn combat effectiveness) 6. High libido (this one's free, free mood boosts that is) 7. Attractive (+1 beauty for -1 efficiency is a good price; pretty pawns make good colonists, but too pretty causes problems. You can also trade this beauty bonus for more damage resistance with bionics. The bigger downside to this is that beautiful pawns are much more valuable; prepare for that accordingly) 8. Quick study (+50% learning factor for -3 efficiency, this one is pretty steep but the benefits are really great) 9. Elongated fingers (x110% manipulation for -1 efficiency, a creepy bargain! Nearly everything important uses manipulation, it's insanely important) 10. Smooth Tail (+5% manipulation for -1 efficiency) 11. Unstoppable (always be bashin) 12. Great melee (always be bashin) - or if you want to have a bunch of do-nothing gunslingers then I guess you could take something else, I just really like having high-proficiency melee units all over because that's how you efficiency shut down mechs 13. Longjump legs (-2 efficiency for a built in jump pack, this ability is the best. You've already got hemogenic, right?) 14. Coagulate (-1 efficiency for an instant-tend. Arguably better for allies than for colonists since the tend quality isn't great, but if a colonist would die otherwise then obviously this is a great ability to have) QuarkJets fucked around with this message at 00:58 on Jun 4, 2023 |
# ? Jun 4, 2023 00:55 |
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Come to think of it, there are a few combinations that give "free" benefits Cold weakness + furry tail: 0 change in metabolic efficiency, but an extra -5 C cold tolerance overall Strong stomach + Awful cooking: +1 metabolic efficiency and immunity to food poisoning, why do we need to be able to cook well? Unattractive + Kind: I think the social maluses/benefits would cancel out while giving you free decreased pawn value, which makes raids weaker
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# ? Jun 4, 2023 01:09 |
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QuarkJets posted:I like to gene mod myself the slow way, so I use the points with whatever I happen to have on hand because even with lots of trading it's hard to build up the specific set of genes that you may want. It's also better imo to create specialized pawns rather than one "do everything" xenotype, but then I have a stable of genes that I also like to give to everyone (psychite dependency, robust, fast runner) It's really tempting to do all this and it's pretty neat but the downside is you never have any reason to engage with the whole Biotech gimmick of collecting genes and modifying people at all. I got into this mode for a while and realized what was happening and made myself stop.
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# ? Jun 4, 2023 01:49 |
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QuarkJets posted:Come to think of it, there are a few combinations that give "free" benefits Use paste dispenser, and/or automated cooking system, and why bother with strong stomach in the first place? I think Kind cancels just about all social malice and kind people don't care about how ugly someone else is or other bad social traits, and don't insult or start fights. This is very useful so your archiotech arm pawn doesn't start a fight with the bestower and bash the bestower's face in, or anyone's elses face you value. Also because social fights damage armor and equiment.
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# ? Jun 4, 2023 01:50 |
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Kris xK posted:I want you to know that I've been thinking about this a lot. Glad i've infected you with my brainrot
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# ? Jun 4, 2023 04:06 |
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holy loving poo poo ahahahahahahahahahaahahaa i'm hosting a few refugees on the run from an organ harvesting farm. one of them is a pyromaniac. in the loving middle of Brewer's bestowing ceremony, he popped off and started setting the entire throne room on fire. god bless them, the entire place didn't bat a loving eye until it was over. like, seriously, the only person who reacted AT ALL was Vole, because he was standing on the statue that's up to the north, so he literally caught on fire and started running around. e: they left while i was using one of them as an EMP grenade hucker too so they stole a set of EMP grenades Coolguye fucked around with this message at 04:38 on Jun 4, 2023 |
# ? Jun 4, 2023 04:07 |
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Coolguye posted:holy loving poo poo ahahahahahahahahahaahahaa Haha, fantastic. I love the temporary refugee pawns, they give me a reason to interact with all the garbage traits I’d never allow in the colony permanently.
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# ? Jun 4, 2023 06:48 |
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this place is so cursed with its bestowing ceremonies in the last 15 minutes of Vole's Dame ceremony, one of the guards apparently talked poo poo and the bestower had to turn around on her it caused the quest to loving fail. e: no, sorry, the bestower talked poo poo and got hit. amazing. Coolguye fucked around with this message at 02:31 on Jun 5, 2023 |
# ? Jun 5, 2023 02:22 |
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The Velvet Witch posted:Because what are capybara but guinea pig heavy units It's all fun and games until the josephoartigasia show up. Anyhow, had a party happen in my colony. Good times were had by all, with perhaps the exception of the kid who downed an entire bottle of whisky and got heavy brain damage from it. Her dad was in the middle of an age reversal treatment so it's entirely her mom's fault; doubly so since she was at the party the whole time. Mother of the year right there.
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# ? Jun 5, 2023 23:30 |
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i made a mod: Very Vanilla Turrets it's a pretty basic set of turrets. I couldn't find a mod that provided 'the basic turrets, but upgraded versions as you move through the tech tree' so resolved to solve the problem myself. im mostly happy with how it came out. give it a go or dont im not your mum
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# ? Jun 11, 2023 16:54 |
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hey just as a note there IS a negative mood malus for not having a drug you are genetically dependent on. however it's a lot more mild than an addiction withdrawal, ~-10 for being deprived and it goes up to ~-20 up until the point you pass out from not having your fix. that said, psychite in particular still just strikes me as free points, you need the equivalent of like 10 leaves a year to not go into a coma and in return you can do a line of coke with every meal and no downsides
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# ? Jun 11, 2023 21:59 |
I got a crashed pod with the mother of one colonist (who is the lover of her dad - also a colonist ). She's pissy about not sleeping with her man and has not joined the colony should I just prison her until she changes her mind? Still all beat up but I might as well get it over with if that's the way it's gonna be
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# ? Jun 11, 2023 22:33 |
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if you heal her and she decides not to join up that sounds like dodging a bullet tbh
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# ? Jun 12, 2023 00:07 |
im in permanent winter, have 1 person who can haul or clean, & need these another hand bad lol.
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# ? Jun 12, 2023 00:28 |
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# ? May 26, 2024 09:36 |
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If you absolutely want a pawn then prison is the way you go. If you don't care one way or the other but want them alive, hand them a bed and some meds and roll the dice when they're well enough to walk. If you're low on pawns at the moment there's much higher odds they'll stay if treated at least moderately decently, but no guarantees.
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# ? Jun 12, 2023 02:15 |