RimWorld

RimWorld

Defang Bodytype Genes
13 Comments
Meow Max 24 Jul @ 7:54am 
Does this work in 1.6? I miss this mod!
stun  [author] 21 Sep, 2024 @ 1:39pm 
Yes
Vatheron 20 Sep, 2024 @ 8:46pm 
Does this still work with 1.5?

Noticed theres no mention of anything since 2023
Solzucht 15 Aug, 2023 @ 9:04am 
thank you! :)
PrismatrixRabbit 9 Jan, 2023 @ 7:33am 
Oh, god thank u very much
they r my favourite character
PrismatrixRabbit 8 Jan, 2023 @ 3:46am 
Which mod dose that bunny ears come from
pls tell me, im a huge fan who love rabbit
TheDarkJediKnight 19 Nov, 2022 @ 8:47pm 
I got a character editor so as long as I can fix things over with that, I should be fine.
I just don't need body locking enabled on randos.
stun  [author] 19 Nov, 2022 @ 8:42pm 
This mod only edits the four bodytype genes, so things like pig snout will still cause missing heads.
The xenotypes that actually caused problems for me were mostly the hussars/genies that'd be on empire jannisaries or refugees, which this does fix. Wasters and pigs and yttakin etc. will still cause all sorts of some-graphic-overlay-erases-another-one problems but those don't cause missing textures to get loaded (they cause not-missing textures to not get loaded) and don't cause unity to crash.

Children aren't changed by this mod at all and will still probably cause missing textures, though I think HAR (dev branch at least) has options for child texture replacement that people are actually using. I couldn't say.
TheDarkJediKnight 19 Nov, 2022 @ 8:32pm 
Thank-you-very-much for the information. For some reason my eyes was reading one thing yet the brain was processing it differently. Fun. So then since it un-restricts the body (though not the head?) everything should be fine aside from perhaps minor texture offsets? I can bear with that no issue if that's the case.
stun  [author] 19 Nov, 2022 @ 7:43pm 
Here's the whole of the mod's text, for reference. It's just removing one line from each of the cosmetic bodytype genes.
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/GeneDef[defName="Body_Fat"]/bodyType</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/GeneDef[defName="Body_Thin"]/bodyType</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/GeneDef[defName="Body_Hulk"]/bodyType</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/GeneDef[defName="Body_Standard"]/bodyType</xpath>
</Operation>

</Patch>
stun  [author] 19 Nov, 2022 @ 7:42pm 
It makes the fat/thin/hulk/standard bodytype genes from biotech not do anything. That's it.
The bodytype genes make the pawn use a particular graphical bodytype at a step that is separate (after) the generation of the bodytype that's inherit to the pawn, and doesn't respect the same rules.

Hussars for instance get the hulk bodytype gene, so if a HAR race with no hulk bodytype texture (most of them) spawns as a hussar their graphics breaks. The HAR dev has stated that they don't intend to fix this. With this mod the hussar will have whatever bodytype they spawned with, so a rakkle will have the rakkle body of the appropriate gender.
Similarly, you can inject a thin human with hussar genes and they'll get the hulk bodytype gene but with this mod it won't do anything and they'll stay looking thin instead of getting super wide. Mechanically they'll be identical though.
TheDarkJediKnight 19 Nov, 2022 @ 7:23pm 
Elaborate a bit more with what this mode does, please?