RimWorld

RimWorld

Genetic Natural Focus
70 Comments
Mlie 15 Jul @ 7:38am 
Since this mod has been reported working in 1.6 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
StockSounds 6 Jul @ 6:42pm 
Happy to report, this mod works as is in version 1.6
BigDorbo 26 Jun @ 7:09am 
This is such a good idea and I am really glad someone made it into a mod.
Furried 20 Apr @ 2:12am 
time to raid a tribal faction
Rooboid 1 Oct, 2024 @ 10:59am 
Thank you so much for this mod, it's so bizarre that the natural meditation type has always been solely linked to tribal backstories. Until now, that is. 💚 Thanks!
Mysterius 19 Aug, 2024 @ 1:21am 
Thanks for this :)
Lobanych 8 Jul, 2024 @ 6:56am 
Thanks man
Daniel  [author] 8 Jul, 2024 @ 6:41am 
@Lobanych Yes.
Lobanych 8 Jul, 2024 @ 6:31am 
So I can insert this gene to my elves, and they, regardless of their backstory, will be able to meditate on the Anima Tree?
Daniel  [author] 21 Apr, 2024 @ 1:04pm 
Glad to hear, have fun!
KYPHAGXpX999 21 Apr, 2024 @ 1:03pm 
@Daniel Thank you so much, it works now.:steamthumbsup:
Daniel  [author] 21 Apr, 2024 @ 12:26pm 
@KYPHAGXpX999 Update the mod (it may be necessary to unsubscribe and resubscribe), start the game, go into mod settings, see if the option for adding the gene to existing pawns is checked, and test if it works now. If it doesn't, please let me know.
KYPHAGXpX999 21 Apr, 2024 @ 10:21am 
Hello, I downloaded this mod but I can't find the gene on my pawn who already has natural focus. What am I doing wrong? Does the gene just appear under 'Germline genes' alongside hair color and body colour?
Virustable 12 Apr, 2024 @ 6:45pm 
Thanks!
Daniel  [author] 12 Apr, 2024 @ 2:20pm 
Updated to 1.5, let me know if there are any new bugs.
Daniel  [author] 11 Apr, 2024 @ 11:40pm 
It's already done, I just need to upload it to steam. Will do so, soon!
Virustable 11 Apr, 2024 @ 11:36pm 
Hoping this one is an easy update for 1.5, it's one of my favs on my tribal plays!
CTH2004 22 Nov, 2023 @ 1:39pm 
Okay, I decided to use Big and Small+ Better PRe reqs to make your mods gene a necessary one for my gene (as using it as a parent didin't work). When I gett better with code, I'll look into seeing 'bout making something similar (with credit), but till then, your mods a temporary "hard requirment" (won't work without)

The mods here: {LINK REMOVED}
CTH2004 22 Oct, 2023 @ 6:43pm 
Alright: thing is, right now I am struggling with the xml, let alone the code… I’ll try running the code in, and copying your gene into mine, changing the values. Will definitely give you credit (:

Also, how could I make a gene exclusive with yours? (So i can make your mod a Requirment, and exclusive with your gene)
Daniel  [author] 22 Oct, 2023 @ 4:17pm 
@CTH2004 I think it would be easier if you just use my code. Feel free to use all or any part of it, just give credit.

If you instead would prefer to add this mod as requirement. If your mod needs to interact with mine, add my mod's assembly as reference in visual studio, the same way you reference the game assembly or harmony. You will then be able to use all public classes of my mod.
CTH2004 22 Oct, 2023 @ 3:56pm 
I'm working on a mod that has a gene that should give a natural focus. I'm not sure how to though.

May I use your mod for the code? What I mean is basicly make your mod a requirment (for this feature of the gene), and my gene accesses your code to run it.
If so, how should I go about doing that? (Making my gene use your code and add a natural focus)
Seanbeag 9 Aug, 2023 @ 4:23am 
I seem to have hit some kind of mod interaction that means every pawn in my game has this gene.
Daniel  [author] 12 Mar, 2023 @ 1:24pm 
Thank you so much for the effort! I'll look into it as soon as I'm done with my master's thesis.
Muad'dib 12 Mar, 2023 @ 1:14pm 
Unfortunately the error is gone after moving it to the bottom and restarting. I don't remember where it was originally.

Also it's been like 3 months since I played and last time I played I added a few extra genetic mods and I suspect one of those being below it is what created the problem but no clue which one.

I do have:
AFU Cosmetic Gene Expanded
Alpha Genes
Genetic Natural Focus
Biotech Expansion - Core
BE - Mammalia
BE - Mythic
BE - Ear Patch

If something was causing an issue I'd suspect one of them, especially since all of them were towards the bottom of my list and now Natural Focus is below them.

Just figured I'd give a heads up for if anyone in the future comes in saying "the gene isn't there" or if maybe one of the races those mods add are listed as having natural focus but lack a gene they are supposed to have.

I doubt the swapped gene will happen but I've seen it in other games I modded. Like in SDV when my corn plant was giving me lemons from a mod LOL
Daniel  [author] 12 Mar, 2023 @ 12:43pm 
@Muad'dib can you send me a mod list and error log? I'll look into it
Muad'dib 12 Mar, 2023 @ 12:14pm 
Just as a heads up, not sure which mod did it but for some reason I had to put this mod at the bottom of the list for it to work. Something since the last time I played and added a couple of other gene mods caused this one to no longer work. It concerns me because I fear there is a small chance that somehow this gene has some code in it that says it's a certain name or something and maybe another mod was already using that?

Only ones I know of using is the biotech expansion I think that adds animal people and the alpha genes
hottt3 21 Feb, 2023 @ 12:33am 
I see. Thanks)
Daniel  [author] 20 Feb, 2023 @ 11:42pm 
@hottt3 all pawns that already have natural focus because they have a tribal background will receive the gene
hottt3 20 Feb, 2023 @ 6:02pm 
"add gene to existing pawns when loading the game" option - does this mean that all my pawns will have this gene in any case? Or is it something else? Thanks)
Demonlord09 30 Nov, 2022 @ 1:12pm 
I left a comment on the VE page just in case they decide to fix things. Kind of wish I'd kept my starter save that had your mod in it now. XD

Thanks for fixing it up. Sometimes I wish I knew how to make cool mods.
Daniel  [author] 30 Nov, 2022 @ 1:08pm 
awesome, thanks!
Demonlord09 30 Nov, 2022 @ 1:05pm 
Looks like whatever you did worked. It's not spamming Red Errors anymore with the Dev Quicktest. Neat.
Demonlord09 30 Nov, 2022 @ 12:50pm 
Worth a shot. I'd be surprised if the VE guys fix anything, their stuff has been glitchy for a long time now, but I'll mention it on their page after I try your mod again. Genetic focus is definitely a cool idea since it would prevent the need for a tribal start.
Daniel  [author] 30 Nov, 2022 @ 12:48pm 
"Remove this mod and that insanity stops" is beyond rude.

Go ahead and try adding my mod again, I did something but don't know if it will help because I can't reproduce the problem with your modlist. Let me know if it's fixed. If not, I'm really out of options and the VE guys need to fix their stuff.
Demonlord09 30 Nov, 2022 @ 12:45pm 
I don't get it. How is what I said rude? I leave the screenshot and log on every mod that seems to cause red errors.

I was serious about the number of errors. That's just what was listed in the display. Removing your mod stopped it.Good to know that VE Framework is the primary cause though. I've always had issues with the Vanilla Expanded series, but they rarely fix anything when I leave a note on their steam page.

I'm not the most social creature around. Point out what the rude part was and I'll try to avoid doing that in the future.
Daniel  [author] 30 Nov, 2022 @ 2:32am 
@Demonlord09 that error is caused by Vanilla Framework Expanded, in DrawBodyGenes_Patch.cs. No idea why it interferes with Genetic Natural Focus, and frankly, I'm not really in the mood to spend time on further investigating when you're being that rude about it.

Keep in mind that all modders do this for free, in their own time. Modders don't owe you shit. So when you go over to the guys from Vanilla Expanded, consider being less of an entitled brat.
Demonlord09 29 Nov, 2022 @ 11:14pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895434069 <--- Screenshot of Red Error Spam

https://gist.github.com/2c7b301428e8db428119842c01807979 <--- Hugslib_Log

It had made it to 9,615 errors when I quit the game. Remove this mod and that insanity stops.
EchoAlien 21 Nov, 2022 @ 7:29pm 
@Daniel The heck you apologize for? You've done plenty to help by adding the disabling of adding of the gene on load, Its not something that you were expected to do, and this is very kind of you to spend the time trying to provide a solution, even if a workaround. Thanks for the work you do!
The Bard of Hearts 19 Nov, 2022 @ 9:07pm 
this needs to be vanilla. I SO hope you get absorbed. In the mean time, thanks for this mod.
Erazil 18 Nov, 2022 @ 7:06pm 
@Daniel a little message just to thank you
I had made a similar mod (xml only, I don't know how to code *Sob* ) for my personal use, but C# is not so limiting ;) in short Thank you very much !
The Dutchman 18 Nov, 2022 @ 3:07pm 
@Daniel That was friendly. I was replying to someone who clearly didnt need to reply to me, nor someone that I was responding to. I was merely confirming that the mod in some instance was doing something abnormal, mentioned by a previous commenter.
Daniel  [author] 18 Nov, 2022 @ 3:04pm 
@The Dutchman careful with your ego. "It is not doing that for everyone" is a mod conflict, and without you giving me more details on what mods you are running, I won't be able to help you. Keep it friendly, or I'll just delete your comments.
The Dutchman 18 Nov, 2022 @ 2:59pm 
@Muad'dib Yeah i can read, im aware of what its supposed to do. Clearly for some reason its not doing that for everyone
Daniel  [author] 18 Nov, 2022 @ 2:51pm 
@EchoAlien thanks for letting me know. Based on the log you posted, I fixed the animal-related bug, but wasn't able to reproduce the issue of the gene getting added to more pawns than it should. I read the source code of all open-source mods that could interfere with Genetic Natural Focus, but didn't find anything that could bug out the adding patch.

Therefore, I decided to add settings that allow you to turn off the automatic adding on load. You can now turn this option off, load your game, and add the gene to your pawns manually using dev mode. I'm sorry I couldn't be more helpful at this time, maybe you have more luck with the authors of the other mods that patch Pawn.ExposeData.
Muad'dib 18 Nov, 2022 @ 11:57am 
@The Dutchman it only gives the gene to people with natural focus form background. If you do a tribal start I think everyone will have it because everyone has natural focus. In my case only my vampire has it for being born under an eclipse, nobody else, and there is a chance for it to be inherited but neither of his first 2 kids got it.
The Dutchman 18 Nov, 2022 @ 4:48am 
Yeah its giving the gene to everyone
Nilokka 14 Nov, 2022 @ 4:00pm 
This mod is so underrated...
Muad'dib 14 Nov, 2022 @ 10:22am 
FYI so far in MP this seems perfectly fine. Yet to have a kid inherit the gene but it should be perfectly fine since it's caused no issues this far.
EchoAlien 13 Nov, 2022 @ 5:56pm 
I took interest in this mod today, but noticed an oddity that might be a mod conflict of some sort since I have a lot of them. Every single pawn is obtaining this gene, even ones without tribal backstories, I noticed this occur retroactively on an existing save, so I tested with a fresh game too to be safe and all of the pawns had it on fresh too, none of which have tribal backstories. Some of the errors I spotted imply that it might even be trying to give this gene to animals, which is super odd.

Not sure if it will give enough info since the only red I saw was the cases where it attempted to add this gene to animal pawns, but just incase you wanna investigate: https://gist.github.com/1774da8fa57b7ab269fdf3dc91e7c57a
Muad'dib 11 Nov, 2022 @ 5:52am 
Plan to, wife and I started with Vamp start and I'm a vamp and she's a custom race. Only time I suspect it might cause any disconnects is if a child is born and gets the genetic you added BUT the big issue with that is I won't be able to be 100% sure if the disconnect was due to the genetic or something else with the birth. MP currently has some other slight issues and they have a lot of warnings about the more mods you try to slap on top the more issues you'll have.

I saw that you said the Dev is working on fixing the Tribal start issues of kids not getting natural. I do hope you keep this mod around even after that fix because some of us didn't use the tribal start and still have backgrounds that should allow it to be passed on to their children.

I guess it's debatable about my being "born under an eclipse" being something my children can acquire but if it's a random thing I like it. I don't want it to be a guaranteed thing.