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Genetic Drift 1.6

Updated for 1.6. Original by ARR624 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2885356885]https://steamcommunity.com/sharedfiles/filedetails/?id=2885356885[/url]. Also added support for a black-list of genes you don't want randomly added Original Description ================================ Allows configurable random genes and genetic mutations for newborns and/or randomly-generated pawns (primarily traders, raiders, and such, but also including, optionally, those generated in the starting scenario). You can set the number of maximum genes of both kinds and their probabilities. There is also an option to scale the chance if minor or major cell instability genes are present. Genes are selected randomly from pools which you can set but which by default include all non-archite genes available, including those from mods. The option for newborns was created to add an avenue for genetic variation in same-xenotype colonies besides implantation or hybridization with other xenotypes. This way, your tribal, generational runs can benefit from the new mechanic, too. The option for adults is a nice way to add more variety to encountered pawns. There is an option to apply the mutations only to Baseliners. Custom pools of genes are configured by creating a custom xenotype with all desired potential genes. A xenotype editor with all vanilla restrictions removed is included in the configuration menu to make this easier. Should be safe to add and remove to/from existing saves. ================================ There is a known bug with creating a custom xenotype in the mod settings before you have loaded a colony.

Зависимости мода

Логотип мода

Harmony

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