RimWorld

RimWorld

Integrated Genes
268 Comments
Turnovus  [author] 7 hours ago 
Should be fixed now. Either way, I'll be at work for the rest of the day, so I won't be able to do anything else about it for a while. Good luck.
Bane 9 hours ago 
Hey T0rllGa i found the same one
Kaden Ha 10 hours ago 
There's an error in this mod. Here's the log [gist.github.com]. Something about VPECompat
T0rIIGa 10 hours ago 
I've isolated an error in which I can't move a drafted pawn to this mod. I believe the IntegratedGenes mod is still failing because it can't find a component from Vanilla Factions Expanded - Core (VFECore). This is a fatal error that is poisoning the rest of the game's loading process. At least that's what I'm assuming based off the error logs and removing it fixing errors. Hope this helps.
tww9428 23 hours ago 
mod generally works with 1.6 but causes errors with dev mode. otherwise i love this mod
月羽狐 11 Jul @ 4:51pm 
I got the same problem with sTiKyt
sTiKyt 11 Jul @ 12:14pm 
VPE compat is broken, as i was explained, the reason is that VFE changed their namespaces

Here's my log to help you: https://pastebin.com/6y4WK6X6
GamerRoman 8 Jul @ 3:33am 
Thanks for the update!
Bean 6 Jul @ 10:13am 
awesome! thx updating n maintaining :)
Turnovus  [author] 29 Jun @ 12:06am 
@Bean

After I've finished programming the Anomaly genes, I'll work on it.
Bean 25 Jun @ 1:14pm 
great mod :). any plans on 1.6?
Dweebus Rex 17 Jun @ 3:44am 
Thank you so much for this! I actually only recently realised this wasn't part of the vanilla game and that I had installed this mod at some point. I love that you've let me make weird dryad tree symbiote people!

If you're looking for feedback, I'd suggest that the fainting effect from the "Terrified" gene is a *bit* powerful for something that *may* happen according to the description. From my experience it seems to be almost guaranteed that it happen a few seconds into combat if not instantly. "Free Spirit" also honestly feels more like a boon than a penalty, but that might be more down to playstyle.

fwiw: I have been playing this on 1.5 (no anomaly) for some time (multiple saves, hadn't gone more than 1-3 years in any one particular colony) but haven't ran into any issues with the latent psylink gene that others below have had. I think I remember a pawn receiving a starter psylink from it at some point, even.
IAMDATOKYOGHOUL 30 May @ 1:53am 
Add cannibalism please! I wanna Tokyo Ghoul
Andy 28 Feb @ 10:03am 
Strange, I enabled all the options in the mod settings and the genes finally started working on the main map, looks like you didn't link the functions to the settings correctly
Andy 28 Feb @ 9:46am 
The Archotech attunement and Latent Psychic genes don't seem to be working for me, I've played several games often using them, run this mod in vanilla game, tried editing xml, but I don't remember them ever working in 1.5. I definitely remember it working before, has anyone else encountered a similar problem?
Turnovus  [author] 10 Feb @ 4:56pm 
@Bosh
It's based around a random chance that is checked at fixed intervals. It's currently balanced so that the initial psylink is granted at the age of 45, though there is also a chance of newly-generated pawns with the gene being given a psylink based on their age. For pawns that already have a psylink, it will grant additional levels up to level 3 every 5.5 years on average. No other factors affect it, it is purely random.

Currently, latent psychic is mostly designed to improve the Regalids from Integrated Xenotypes, who spawn with the gene naturally. If I ever find the time to pick up mod development again, I might reexamine the gene to make it stand better on its own.
Bosh 10 Feb @ 2:58pm 
How does Latent Psychic work exactly? How long does it take on average for a pawn to develop a psylink? Are you notified when a pawn develops a psylink? Does a pawn have to be meditating to have a chance at developing a psylink? Does psychic sensitivity affect the chances of getting a psylink? Do you even read these?
Guido 2 Jan @ 12:43pm 
appears there is a conflict with rimhud that disables it
Tinda 13 Dec, 2024 @ 1:07am 
I just upgraded to 1.5 (at last) and I found that it seems every single one of your genes grant a psylink? How come?
~zenith~ 2 Dec, 2024 @ 6:49pm 
@Rearden
Still noticing this too. Tried to make my own custom xenotype with blind genetics only to find out that it's not applying the bonus. :/
The eyes still have to be cut out/gone to apply, which is rather surprising, considering that they are still listed as having Sight at 0%
Fun fact! I thought that the Blightsight meme was required to make pawns more psychically sensitive. Turns out that any pawn that gets blinded gets a psychic sensitivity bonus of +50% (!). Blindsight gives you a 30% bonus on top of that. Genuinely didn't find that out until today.
Tinda 30 Nov, 2024 @ 2:27am 
Would it be possible to add a letter notification when someone with a latent psylink develops one?
Thanks :)
Spleenboy 26 Nov, 2024 @ 3:24pm 
You added the cooldownticks check but I think you forgot to set it anywhere. I believe it's meant to be set in the GeneDef under ModExtensions
acrab 16 Oct, 2024 @ 1:34pm 
Not sure if this has been asked previously but are you intending on integrating anomaly as well?
gEt bEHinD me doKta!!!! 28 Aug, 2024 @ 6:57am 
I don't get mechanisms on "Archotech attunement"... Does this requires existing psy link?
And will this level up psy link up to 6? I put this gene and latent psycic, but never experienced something different. It's almost year away after i put this gene on.
burritoexspress2006 8 Aug, 2024 @ 11:44am 
where can I find this inside of the cherry picker menu, some of these genes I want to remove for clutter's sake and I cant find it.
bubbli 15 Jun, 2024 @ 7:05am 
For some reason the Free Spirit gene makes any Xenotype psylink level 1
Action Hero Daft Punk 13 Jun, 2024 @ 12:41pm 
Is meditation dependency meant to be as punishing as it is? I've got a nature shrine set up for my colonists to meditate at, but even with three hours/day dedicated to meditation, they're almost always in the lower half of the need. Considering at the extreme end it's a full -20, it feels like this should be closer to the recreation need, but this is extremely brutal to manage, especially considering that they can't prioritize meditation based on the need. On top of that, Solace seems to barely increase at all.
vorzogu 8 Jun, 2024 @ 4:07am 
Hey there!
I think i have found a bug.
I have a pawn with meditation dependency, and it loose all of his solace everytime i save and reload the game.
I play with loooooooooots of other mods, so maybe the problem come from elsewhere, but i still think it would be cool if you can check this.

PS: great mod.
umbrunoqualquer 2 Jun, 2024 @ 2:01am 
Are Gauranlen tuned, Gauranlen dependency compatible with Vanilla Ideology Expanded - Anima Theme?
Space Moth 8 May, 2024 @ 9:17am 
@Turnovus It is part of the 'randomness', hard to tell if things are just random or if there is an issue. I did notice in the same time my other colonist did not get afflicted once.
Turnovus  [author] 8 May, 2024 @ 8:21am 
@Space Moth
It seems like geneblight is happening twice as often as it should be, because the gene is configured to apply the affliction 4 times per year.

I'll double-check the tuning and take the mechanical changes into consideration. Thank you for the comment.
Space Moth 8 May, 2024 @ 1:11am 
I've been playing with this mod for a while and not had issues, but in my current game I have a couple pawns with Biosculpter Dependency. I'm not certain but it feels a touch over-tuned in how often it is required.

One of my colonists was afflicted by Geneblight on the 1st of Sep, 13th of Sep, 11th of Dec and the 14th of Dec. This is with about 2.5-3 days of treatment between each one.

Is it possible to make Geneblight a longer term condition that alerts once it reaches more critical levels rather than the random cooldown time between each occurrence?
Kaden Ha 27 Apr, 2024 @ 1:11am 
There are a few outdated methods in the mod that throw errors, although I have played for quite a while now without game-breaking issues.
Flamangos 21 Apr, 2024 @ 4:16am 
@Same
Scionin 19 Apr, 2024 @ 9:09pm 
@Lung same
Lung 15 Apr, 2024 @ 5:15am 
This appears to be tripping some red flags in console on start up.
Turnovus  [author] 13 Apr, 2024 @ 3:29pm 
@FaithlessZealot
I don't want to spoil too much of Anomaly for myself by digging around in its files, but I am planning on looking into it after I finish my playthrough. I have a few ideas already, but I don't want to say too much too soon.
FaithlessZealot 13 Apr, 2024 @ 3:33am 
will you be integrating anomoly?
KingsMan_ 12 Apr, 2024 @ 11:00pm 
finally! thanks robot man!
Turnovus  [author] 12 Apr, 2024 @ 10:22pm 
@KingsMan_
All the ones that I'm aware of, I believe.
KingsMan_ 12 Apr, 2024 @ 8:15pm 
Are all the bugs in this mod gone now?
Turnovus  [author] 11 Apr, 2024 @ 11:42am 
@Andy
Sorry, disregard my previous comment, it was a typo in the definition for the social interaction. I'll put up a hotfix ASAP, thanks for the heads up.
Turnovus  [author] 11 Apr, 2024 @ 11:39am 
@Andy
It's probably an issue with Steam's content distribution. Try forcing an update by unsubscribing from the mod, making sure that the Steam update for RimWorld completes, then subscribing again.
Andy 11 Apr, 2024 @ 7:32am 
Turn_Interaction_InspiringLeadership does not have an icon, which causes errors in the log
Hamacelos 11 Apr, 2024 @ 4:19am 
very cool this new natural leader gene.
ilyvion 9 Apr, 2024 @ 3:03am 
And as follow up: As soon as I enslaved them, they stopped constantly fainting.
ilyvion 9 Apr, 2024 @ 2:13am 
I'm having a different but similar experience as @Weasel; constantly fainting prisoner with terrified trait, but my slave with the trait is not fainting. The prisoner has no other health effects and is not "in combat" unless being a prisoner counts as combat.
Andy 5 Apr, 2024 @ 6:05am 
I'm not expecting you to fix this, just keeping you posted
Andy 5 Apr, 2024 @ 6:03am 
Attunement gene does not work if the GeneTracker option is enabled in the Performance Fish mod