Magical gene / speckle and dust
Sporefall
The hindquarter is stained through with violet and dusted in bright flecks that hold their light after dark.
What it can come out as
| Outcome | Carrying |
|---|---|
| Sporefall | Sp/Sp · Sp/sp · Sp/n |
| Sporefall, coloured | sp/sp |
| Wild type | sp/n · n/n |
How each one is actually drawn - region by region, and the layers it is built from - is on the coding tab.
Crossing two of them
Finding one
About 1 in 893 wild horses is born showing this. That is the whole of the supply: catch one, or make one with the carrot below. Breeds set their own pools and a breed built around this gene will carry it far more often than the wild population does.
| Wild pair | Shows as | How often |
|---|---|---|
Sp/Sp | Sporefall | 0.004% — 1 in 25,000 |
Sp/sp | Sporefall | 0.016% — 1 in 6,250 |
Sp/n | Sporefall | 0.076% — 1 in 1,316 |
sp/sp | Sporefall, coloured | 0.016% — 1 in 6,250 |
n/n | Wild type | 99.888% |
Its gene carrot
The file
common/src/main/resources/horsegenetics/genes/sporefall.json — a
data-driven gene, not a Java class. It is listed in the
index.json beside it and registered by Genes' class
initialiser at startup.
| Key | horsegenetics.sporefall |
|---|---|
| Phase | magical — it adds signed colour in phase 3, after the pigment has resolved |
| Priority | 332 — where it sits in the one (priority, key) paint order |
| Alleles | Sp · sp · n |
| Varies per horse | 3 values drawn once off the expressing allele copy, so a foal that inherits the copy inherits the look |
| Built from | AXIS, NOISE, RAMP, SPECKLE, TOWARD, emissive |
Why it is built this way
The AXIS softness of 0.38 on the ground layer is doing the fade, not the RAMP. RAMP varies colour along an axis and never coverage, so an ombre that should fade out needs its coverage faded too or the far end just gets the first stop at full strength.
The fleck layer is emissive, so it may not carry a PIGMENT mask - glow is decided in the overlay pass after the texture is baked and there is no pigment field left to read there. It does not need one; SPECKLE clumping is what gives the drifts.
SPECKLE spacing 1.6 is comfortably above the 0.5 floor where the stipple collapses into scattered single pixels.
Arrived at priority 130. Moved to 332: speckle and dust, beside duskfall speckle (331). The arriving number was taken, or sat in a band whose family does not describe this marking - priority is both the paint order and the family the sidebar files a gene under.
What it paints
Each outcome, described the way the gene file describes it, and then the layers that draw it in the order they are painted. The prose is the part a reader checks a bake against; the list underneath is what the engine actually did.
Sporefall
A magenta-to-black stain over the haunch, drifted with lit green flecks.
- the stained ground over the hindquarter —
AXIS×NOISE, painted withRAMP - the flecks —
AXIS×SPECKLE, painted withTOWARD, and it glows
Sporefall, coloured
The same stain and drift, with the flecks in the colour this line carries.
- the stained ground over the hindquarter —
AXIS×NOISE, painted withRAMP - the flecks —
AXIS×SPECKLE, painted withTOWARD, and it glows
Wild type
No stain.
Paints nothing.