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Don't Mix Cosmetic Genes

Prevents cosmetic genes and non-cosmetic genes from being placed in the same genepack. Introduction Genepacks can contain multiple genes, which often creates interesting trade-offs, such as [i]"this genepack increases the melee damage, but also increases the chance of social fights."[/i] etc. However, this mechanics can also result in situations like [i]"this genepack makes the colonists tougher, but also makes them furskinned hulkies"[/i]. [b]What kind of trade-off is that?[/b] This mod prevents cosmetic genes and non-cosmetic genes from being placed in the same genepack, both for randomly spawned genepacks and extracted ones. As a side effect, this mod also makes it easier to identify genepacks from short labels. How does this exactly work? 1. When a genepack is created, the mod first checks whether [b]purely cosmetic genes[/b] are mixed with other genes. If so, all purely cosmetic genes are removed from that genepack. 2. Next, the mod checks whether [b]genes with cosmetic effects[/b] are mixed with genes that do not have such effects. If they are mixed, all genes with cosmetic effects are removed with probability {number of genes without cosmetic effects} / {total number of genes}. Otherwise, one gene with cosmetic effects is randomly selected and retained, and all other genes are removed. Performance All of the above processing is instantaneous. You can spam-click to dev-spawn hundreds of genepacks without any meaningful performance impact. How are cosmetic genes classified? The classification is based on [i]exclusionTags[/i] and [i]defNames[/i] specified in the xml. I play with a large number of gene mods, so the list is somewhat extensive already. However, there are borderline cases and mods that I don't cover. I also included genes that doesn't exactly have cosmetic effects (such as [i]repulsive[/i] or [i]chestburst pregnancy[/i]). You can patch the xml to add more genes to the list, or blacklist genes from it. Genes with non-zero metabolic efficiency are excluded from purely cosmetic genes. As for genes with cosmetic effects, all genes that have any of [i]renderNodeProperties[/i], [i]BigAndSmall.GraphicsOverride[/i], [i]BigAndSmall.HasCustomizableGraphics[/i] are excluded in addition to the genes specified in the xml. Mid-save Safe to add or remove mid-save. Only works for newly generated genepacks, though. Compatibility [url=https://steamcommunity.com/workshop/filedetails/?id=2891845502]Alpha Genes[/url]: - This mod does not affect alphapacks and mixedpacks, as they use separate codes. You can use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3250762483]my another mod[/url] to merge them with vanilla genepacks though. - This mod also restrict genes appended by genepack tweaker to genes without cosmetic effects. (Also makes it additionally check WretchBlacklistDef, since many mods, including [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3250762483]my own[/url], place a lot of inappropriate genes there).