RimWorld

RimWorld

Questionable Ethics Enhanced
 This topic has been pinned, so it's probably important
KongMD  [developer] 11 Jan, 2020 @ 5:54am
Hediffs being added to genome and brain templates
This thread is a discussion and suggestion thread about the upcoming feature where a pawn's Hediffs will be stored in their genome template. This feature can be enabled or disabled with a ModSetting.

Here some factors I've considered while developing this feature. Let me know whether you agree or disagree with my reasoning!
1) Should all hediffs be added to templates, regardless of source?
Current opinion: No.
Reasoning - There will always be exceptions and edge cases that would make this undesirable.
2) Should Missing Limb hediffs be added to templates?
Current opinion: No.
Reasoning - If a pawn's genome is a rough representation of their genetic makeup, missing limbs should not affect that.
3) Should hediffs with <isBad>true</isBad> be added to templates (other than missing limbs)?
Current opinion: Yes.
Reasoning - There are two reasons why I think bad hediffs should be added. First, many other mods implement hediffs that are positive, but forget to set <isBad>true</isBad> in their mod definitions. This is incredibly common, and you can see this in-game if the mod hediff can be cured with Healer Mech Serum. The second reason is that it could be an unintended behavior if some hediffs make it onto the template and others don't, based on an XML property that most players will never see.
4) Should hediffs that only affect specific body parts be added?
Current opinion: No.
Reasoning - This could be buggy. Is there a case where you would want a limb hediff to carry over into the template? Let me know.
Last edited by KongMD; 11 Jan, 2020 @ 5:58am
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Showing 1-15 of 35 comments
darthdud0 11 Jan, 2020 @ 6:49am 
i don't know what the "<isBad>true</isBad>" does, does that mean it can't be removed with medicine? or that it's something that hurts the character in some way?
darthdud0 11 Jan, 2020 @ 7:08am 
the reason i ask is the main reason i got this mod was when one of my colonists got a chronic disease and i couldn't save him so i looked for mods that could do more then save him since he was my best colonist, then i found your wonderful mod and now i could make more then one of him, i could find and copy the best prisoners and copy the minds of the best colonists to make perfected beings, i just don't want that to be impossible since i don't know what isbad will carry over.
KongMD  [developer] 11 Jan, 2020 @ 12:54pm 
@darthdud0 <isBad> is a property of Hediffs like the chronic disease your colonist obtained. It's a flag that tells the game that this Hediff can be cured with items like the Healer Mech Serum. If the hediff affects a Body Part, it can also affect the available surgery options for that part (like Amputate Arm vs Harvest Arm).

The bottom line is that you'll still be able clone colonists and not have any hediffs be in the genome template. The feature can be toggled on and off.
darthdud0 11 Jan, 2020 @ 1:03pm 
thank god, i try and perfect colonists, if a flaw were to happen due to no fault of my own and the cloning process couldn't reverse it then there wouldn't be a reason to clone someone with flaws and thus get chopped and made into meals for the alpha colonists with cannibal\psychopath\kind traits, and if things with that tag were passed on does that mean you could clone implants and bionics? even then i wouldn't toggle it on for the former reason.
KongMD  [developer] 13 Jan, 2020 @ 3:11am 
I've re-evaluated this, and I think only specific Hediffs from mods should be added to the genome templates. The vast majority of the Hediffs in the vanilla game would not really make sense to include in someone's genetic template.

>if things with that tag were passed on does that mean you could clone implants and bionics?
Since I'm only going to be including specific hediffs that I write in compatibility for, this shouldn't be an issue.
darthdud0 13 Jan, 2020 @ 6:04am 
thank goodness, because the first thing that came to mind was cloning my bionic man since most of the time he's the guy i would want to clone since he is the best and thus got the bionics in the first place, i don't know what you will let be pass on or not but i know you'll do your best, keep up the great work. :)
ParasiticSquid 15 Jan, 2020 @ 6:25am 
Why not a config setting to let people select what hediffs that are ingame( modded and vanilla ) are stored?

Would be a fair bit more effort to code in then manually coding in support, but will be more efficent/less time costing in the long run while also making everyone happy regardless of how they play or what they want snce they can just choose. Want bionics heddifs to pass down? Set them in the settings. Want any pawn with a limb specific hediff to be cloned without that limb since the original was missing a natural one? Change it in the settings. Want your mutated monstrosity from another mod to pass it's semi-natural or mutated hediffs like from pawnmorpher or evolved organs? Set it in the settings.
Basically something like that. If a config system like that is implemented most you would need to do is troubleshoot and add in normal names for modded hediffs so they just aren't using the ingame Def name for them if you wanted too. Last I checked dual wielding mod has a similar system for all weapons ingame, even modded, so definatly possible to do
Last edited by ParasiticSquid; 15 Jan, 2020 @ 6:26am
darthdud0 15 Jan, 2020 @ 7:08am 
dude most mods use the same hediffs, like evolved organs and bionics i think have the same hediff(might be wrong) most mods don't add hediffs, it would be less work to do because it would be sloppy to do with unintended side effects, it would be easier to troubleshoot if it was done by hand rather then wide sweeps, some could be done that way like bionics but others would need to be more focused then that.
KongMD  [developer] 15 Jan, 2020 @ 6:23pm 
@ParasiticSquid The implementation will be similar to your suggestion in that it will be easily modified without changing C# code. I'm coding a DefModExtension for this feature so that all of the mod compatibility for brain templates and genome templates will be done via XML patches. That way users (or other modders) can add QEE compatibility patches for their mod's hediffs. It will also allow folks to remove hediffs from being added to templates by doing a PatchOperationRemove in XML, though I expect that will be rare. I will also be including a few compatibility patches in QEE for a few mods that I think fit especially well with this feature.

I'm still working out the finer points of the implementation, but that's the basic idea so far!
darthdud0 15 Jan, 2020 @ 6:31pm 
cool looking forward to the mod menu options so i can clone good things rather then downsides. great mod dude! :D
ParasiticSquid 16 Jan, 2020 @ 12:57pm 
@darthdud0 When I use this I normally use android tiers extension so instead of just brain templates: You can either clone a spare body and copy/download the mind of the original into it, or make an army of duplicated minds in clone bodies lol

Can shove a bunch of new clones in cryptosleep for spare bodies when you get muscle parasites or a 90 infection with less immunity. Super usful when both used together
darthdud0 16 Jan, 2020 @ 1:59pm 
ParasiticSquid with the android tiers extension does what you suggest pass on the traits like kind or jogger?
KongMD  [developer] 24 Jan, 2020 @ 2:43pm 
This feature is now in QEE! Enjoy!
darthdud0 24 Jan, 2020 @ 3:39pm 
do i have to turn off the mod then on again?
KongMD  [developer] 24 Jan, 2020 @ 3:41pm 
It should update on its own, but unsubscribing + resubscribing will force it to download the updated mod.
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