RimWorld

RimWorld

WVC - Xenotypes and Genes
1,038 Comments
Laurient 3 hours ago 
hello, two questions: 1. why did you remove the xenotypes from the factions ? 2. Is it possible to change the "True Form" of a shapeshifter (when we make a new xenotype with the shapeshift gene) ?
cultivahabas 4 hours ago 
Is there any way for the storage implanter not to erase the genes of a chimera?
[CL] Zalgo 7 hours ago 
Is it possible to get more then 20 voidsence?
Nedlee 22 hours ago 
Thanks!
Syilumi lunari 12 Jul @ 9:29am 
oh thanks for the response, good to know i needa have minimal mods due to my ram burning itself out
Sergkart  [author] 12 Jul @ 9:27am 
@Syilumi lunari
No, there are no direct integrations with alpha genes and the amount of content depends only on DLCs. Alpha genes are just a recommendation for those who want a lot of different genes in their game and to emphasize that the mods are compatible.
TheLastThrumbo 12 Jul @ 9:03am 
@Sergkart no more issues! Thanks a bunch, and thanks for always responding so fast!!
Syilumi lunari 12 Jul @ 8:53am 
does alpha genes enable any new wvc genes? dont wanna feel like im missing out on something for not using alpha genes
Sergkart  [author] 12 Jul @ 3:28am 
@TheLastThrumbo
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TheLastThrumbo 11 Jul @ 11:10pm 
Hey @sergkart! I hope all is well. I'm unable to draft my pawns when this mod is being used. When creating a world and the colonists crashland, everything's smooth. When I click the pawn, a debug pops up that mentions an anomaly open codex gizmo harmony patch, or something.

If there's anything I can do on my end, let me know! Thanks as always
ASnamed 11 Jul @ 7:10pm 
Thank you! It works!
Zech 11 Jul @ 6:33pm 
I can not reclute my pawns with odyssey :(
Jordan Davis 11 Jul @ 5:22pm 
it worked thank you love ya dude @Sergkart
Haerzog 11 Jul @ 4:52pm 
@Khalagar
Dryad Queen is hidden because it has Archites. You have to click the checkbox in the bottom right so that archite genes are displayed, then you can see that gene
Khalagar 11 Jul @ 12:40pm 
What is "Dryad Queen"? The Dryad genes require that, but it's not in the list and I can't find info on it
Sergkart  [author] 11 Jul @ 8:52am 
@Jordan Davis
@Apraxas
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Jordan Davis 11 Jul @ 8:18am 
i get the same issue as apraxas that the ui is gone on pawns
Apraxas 11 Jul @ 7:54am 
System.NullReferenceException: Object reference not set to an instance of an object
at WVC_XenotypesAndGenes.HarmonyPatches.HarmonyUtility.AnomalyCodexSpamFix

Same problem as ASnamed. That error code pops up and it removes all the UI's from the pawns.
ASnamed 11 Jul @ 7:46am 
make pawns' ui lost
ASnamed 11 Jul @ 7:45am 
can't work with odyssey?
Sergkart  [author] 10 Jul @ 10:33pm 
@TheLastThrumbo
This is weird. I use performance fish and I haven't noticed this problem. Also, this mechanic uses a simple xml patch. But considering how many patches fish has, it's quite possible that some option could break this.
TheLastThrumbo 10 Jul @ 4:12pm 
Howdy ho @Sergkart. Turns out it was Performance Fish that wouldn't let me see the devour button, and of course it's right there in the incompatibility section. Thank you for your time, as always!
GapeHole 9 Jul @ 6:32am 
has to be one of if not the best xenotype / genes mod out there all the new races have extremely interesting gimicks and usually are a spin off of existing enemy types ingame :steamhappy:
Sergkart  [author] 8 Jul @ 10:28pm 
@TheLastThrumbo
Make sure you are using the latest version of the mod and reset the settings to default or dev choice (via reset button). Also disable all mods except those specified in the bug report topic, it is quite possible that the problem is in a third-party patch.
mayonnaise 8 Jul @ 8:56pm 
nevermind; seems placing sandy growing zones from Vanilla Planrs Expanded - More Plants causes pawns to stop working en masse for some reason
mayonnaise 8 Jul @ 8:25pm 
i have a large amount of thralls that are idling and they dont seem to be taking jobs that are available. very strange. advice?
TheLastThrumbo 8 Jul @ 1:44pm 
@Sergkart I'm back! After your suggestion, I made a new game to test if a Chimerkin can devour a nociosphere or fleshmass nucleus. I used dev mode's "finish all research" and "discover all entities" options to do the test. The devour option which is clear on the github is still not appearing to me. I've tested with the entities captured on a platform and not on a platform.

In the mod options, in the xenotype tab, the only option i have ticked is "spawn races in factions". Other than that I have no restrictions on which Xenotypes can show up, and enabled all genes that I could.

What do you think may be the issue?
MrSchadenfreude 8 Jul @ 8:11am 
Thank you for the consideration! I appreciate it!!
Sergkart  [author] 8 Jul @ 12:28am 
@MrSchadenfreude
Ok, I'll remove the requirement in the next update.
MrSchadenfreude 8 Jul @ 12:23am 
Is it possible to create a seperate version of the "Holoeyes" gene that doesn't require the "Eyeless" gene? I really want to use these eyes for a custom xenotype I'm making which uses a different head shape.
TheLastThrumbo 7 Jul @ 3:07pm 
You are the BEST! Thank you! Take care
Sergkart  [author] 7 Jul @ 10:10am 
@TheLastThrumbo
Yes, this is a basic ability of the chimera gene. Just select any pawn with the chimera gene, and then right-click on the entity, in the context menu there should be a button "devour". Depending on the requirements, after clicking, a message with a hint will pop up.

Note that the mechanic is tied to xenotypes and if at least one xenotype was disabled, then it is not active.

Added to the wiki: https://github.com/WVCSergkart/WVC_RacesBiotech/wiki/Genes-(WIP)#devour-anomaly-dlc
TheLastThrumbo 7 Jul @ 8:27am 
Hi Sergkart! You've helped me before and I'm still using this super fun mod! My question is a bout the nociokin and beholdkind. I've checked the wiki and a few comment sections and I'm still a little fuzzy on the details.

When you say "devour" the nociosphere or fleshmass heart, how would someone go about that? I see that they are a subclass of chimerkin. Is this a chimera ability? Thanks a bunch!
Syilumi lunari 7 Jul @ 7:12am 
yea those things usually only happen if someone reports the mod or i guess if steam thinks the mod is malicious
Sergkart  [author] 7 Jul @ 5:35am 
@Syilumi lunari
Not my fault. Steam is being naughty.
Syilumi lunari 7 Jul @ 4:11am 
oh nice comments and links are back!
mayonnaise 6 Jul @ 11:37pm 
oh cool! i'm glad there's such an interesting reason behind it. thanks for your time!
Sergkart  [author] 6 Jul @ 10:37pm 
@mayonnaise
Ghouls are mutants, not humans, resurrecting them according to the same rules as humans is to run into bugs. For the same reason, ghouls have a huge number of genes that do not work with them.
Although they are created from humans, they have a different AI and many small nuances.

Most of the implanter genes do not work with mutants by default, since there are no ways to filter out suitable ones in realtime. To resurrect ghouls and mutants in general, use thrall maker.

Since 1.6, many tools have been added for modders to work with mutants, perhaps something will change in the future.
mayonnaise 6 Jul @ 1:23pm 
is there a reason why i cant resurrect Ghouls as an Undead xenotype? i thought it seemed thematically appropriate to keep reviving them over and over
ShadowEater25 3 Jul @ 10:48am 
love the thralls update! now I can create an army!
Greytusks 25 Jun @ 3:36pm 
Not compatible with the latest VEF 1.6 version it seems. Several functions from 'core' have been renamed I think or no longer exists and are referenced by this mod.
Syilumi lunari 25 Jun @ 3:17am 
you can apply genes to the storage implanter via like the chimera menu or shapeshifter menu with a funny store button
CorruptedGaia 25 Jun @ 3:16am 
just a quick question and it might be dumb.

How dose the "Storage Implanter" work?
It just says: "storage Implanter is empty or missing" when I try to use it.
Sergkart  [author] 22 Jun @ 10:36pm 
@Ozymandias
Yes. Manually, in xml.
Ozymandias 22 Jun @ 6:42pm 
Is it possible to change/edit the cooldown for the duplicate ability?
Syilumi lunari 14 Jun @ 10:42am 
i mean theres a gene that makes shapeshifter instantly cooldown, and due to scarifier genetic it randomly instantly cools down-
Haerzog 13 Jun @ 2:37pm 
I'm finding Shapeshifter is less than useful, with the 1 year cooldown. What combination of genes are necessary to make shapeshifting a tactical rather than strategic ability?

Also, why does Morph choose a random morph trigger after morph is used rather than retaining the one I intended?
Doggsothoth 11 Jun @ 4:24pm 
What is a "Gene Settings Gizmo"? I'm struggling to understand how to summon the mechanoids.
Sergkart  [author] 8 Jun @ 11:46am 
@OhBrod
Depending on the type, from time to time with some chance copies genes from pawns controlled by the player. Approximately every 1-3 days with the chances specified in the description.