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# 1.1.2
Changes:
- Added more cool images from WasMachenDennSachen (#22)
Fixes:
- Aphrodisiac Pheromones checks for children and other conditions (#25)
# 1.1.1
Changes:

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<label>Zoophile</label>
<displayCategory>rjw_genes_breeding</displayCategory>
<description>Xenotypes with this Gene are Zoophile.</description>
<iconPath>Genes/Icons/Zoophile</iconPath>
<iconPath>Genes/Icons/Zoophile_2</iconPath>
<displayOrderInCategory>54</displayOrderInCategory>
<forcedTraits>
<li>

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Collection of Known Bugs and reasons for their origin.
## I changed Parts of a pawn and my genes do not apply!
Issue: You had a pawn with "huge genitalia" and add a horse-cock with licentia or surgery. This new genitalia is not huge.
Reason: The genes are applied when they are added. This is usually character-spawn. The genes change the attributes of the genitalia-hediff, and thus genitalia added after the genes are not affected.
I think I will not gonna fix this.
First of all, I think transplants wouldn't reasonably affected by genes.
Second, for implementation I'd need to regularly check if every gene changed all relevant genitalia already, and do the same every x-ticks.
This seems like a performance sink, so I will not gonna do it.
## Pawn does not refresh empty Fertilin!
Issue: A pawn has 0 (or low) Fertilin, and a mood debuff. But they do not do anything about it.

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@ -39,25 +39,9 @@ namespace RJW_Genes
{
foreach (Pawn pawn in map.mapPawns.AllPawns)
{
// Return for trivial errors
if (pawn == null || this.pawn == null || pawn == this.pawn)
continue;
// Check for position-existance
if (pawn.Position == null || pos == null || pawn.Map == null)
continue;
// Do nothing if pawn is carried
if (pawn.CarriedBy != null)
continue;
// Do nothing if Pawn is Baby or Child (#25)
if (!pawn.ageTracker.Adult)
continue;
// Do nothing for pawns that also have pheromones
if (GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
continue;
// Actual Logic:
// Pawn qualifies in right distance and needs line of sight.
if (pos.DistanceTo(pawn.Position) < APHRODISIAC_DISTANCE && GenSight.LineOfSight(pos, pawn.Position, pawn.Map))
if (pawn != null && this.pawn != null && pawn != this.pawn
&& pos.DistanceTo(pawn.Position) < APHRODISIAC_DISTANCE && GenSight.LineOfSight(pos, pawn.Position, pawn.Map)
&& !GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
{
yield return pawn;
}

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@ -25,27 +25,8 @@ So any help is very appreciated, even if it is just pointing me to existing simi
## Planned Xenotypes
**Beastmaster:**
- [] Animal Mating Call (Get fucked by everything nearby, potentially ending animal rage)
- [] Pheromone Spit that marks a target for being raped by animals
- [] Power-Boost & Bonding to animals through zoophilia
- [] Maybe: Boost pregnancy times of Animals
- [] Maybe: Make it Animal-Fertilin-Dependend
- [] Either: Can only eat meat or cannot eat meat
Can't help but think about Rexxar Porn now I am a bad person.
**Hive Mother:**
- [] Spawn the small scarabs
- [] Fertilise Eggs inside her
- [] Produce cocoons
- [] Maybe: Insert "dropped" Insect eggs
- [] Very fragile, no use except breeding
- [] Maybe: can only eat insect jelly
- [] Should look like a nice green-yellow alien as we all know fuckable insects would look like.
- [] There can only be one Hive Mother, some penalties if there are others. This could be implement with an "Alpha Gene" that gives heavy penalties when other Alpha exists.
- "Beastmaster": Zoophile with various genes to command animals to rape, mate etc. and increased animal "handling".
- "Hive-Mother": for breeding Insect Armies, maybe it is also possible to "store" small insects in her etc.
## Genes with Abilities and more Effects
@ -53,4 +34,5 @@ There were some suggestions on the Discord I saved them somewhere else. I am far
- Genitalia deal damage as per size (on normal sex-use)
- Genitalia can cause Terror (as ability)
- Cumshot Sniper Abilities
- Cumshot Sniper Abilities
- Healing Pussy