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	Some notes on Living Cumbucket, including Patchnotes
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					 2 changed files with 11 additions and 7 deletions
				
			
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			@ -123,9 +123,10 @@ Because this is the genes mod, and I find things here quite robust.
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- Gene: Sexual Genetic Swap. Pawns have a chance to switch a random gene with their sexpartner. 
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- (Archite) Gene: Sexual Genetic Thief. Pawns have a chance to steal a gene from their sexpartner. Genetic Disease Immunity shields against this. 
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- Gene: Sperm Displacement. Pawns might overwrite an existing pregnancy, becoming the new father. The pregnancy will stay in its gestation progress.
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- Gene: Twinkification: Pawns turn their (male) sexual partners into breedable twinks.
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- Gene: Feminization: Pawns turn their (male) sexual partners into women.
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- Gene: Blocked Masturbation: Pawns cannot masturbate. 
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- Gene: Twinkification. Pawns turn their (male) sexual partners into breedable twinks.
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- Gene: Feminization. Pawns turn their (male) sexual partners into women.
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- Gene: Blocked Masturbation. Pawns cannot masturbate. 
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- {Sexperience} Gene: Living Cumbucket. Pawns with this Gene get "filled" upon sex, and slowly disperse usable gathered cum. 
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- Disease Gene: Infectious Blocked Masturbation
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- Pawns will have negative thoughts about pawns with more genetic diseases than themselves. 
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- Faction Penalties for spreading diseases, stealing genes and aging pawns with age transfer
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			@ -41,6 +41,9 @@ namespace RJW_Genes
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                    }
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                    if (c.InBounds(this.pawn.Map) && c.Standable(this.pawn.Map))
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                    {
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                        // DevNote: I am not 100% what this all means, but IL_77 is a jump to the case below (it says IL_77).
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                        // basically, this calls the next part of the function, but I am not super sure why this has to be like this. 
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                        // JobDrivers are scary. 
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                        goto IL_77;
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                    }
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                }
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			@ -94,15 +97,15 @@ namespace RJW_Genes
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                return;
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            }
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            //TODO: Fine-Tune the amount and how things calm down. 
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            Thing cum = ThingMaker.MakeThing(cumDef);
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            cum.Position = cell;
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            int stacks = Math.Max(1, (int)(hediff.Severity * 3));
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            int stacks = Math.Max(1, (int)(hediff.Severity * 1.5));
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            stacks = Math.Min(stacks, 75); // 75 is the default max stacksize ...
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            cum.stackCount = stacks;
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            cum.SpawnSetup(map, false);
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            //TODO: Reduce this ... better? 
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            hediff.Severity -= stacks / 50;
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            hediff.Severity -= (stacks / 50);
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        }
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        private int ticksLeft;
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