RimWorld

RimWorld

Gene Tools
68 Comments
Parker  [author] 1 Aug, 2024 @ 9:44am 
I don't plan on updating it. 1.5 changed pawn rendering so I would have to basically start over and redo any compatibility with other mods as well. I also just don't have the time that I used to. Sorry!
FlamingNinja 1 Aug, 2024 @ 6:52am 
dead mod?
Firebird 23 Jul, 2024 @ 7:38am 
Can you update it for 1.5 please?
MxCheeseSauce 29 May, 2024 @ 10:17pm 
are you planning to update this for 1.5?
INk 11 May, 2024 @ 3:35pm 
har conflict never be fixed.
TurtleShroom 30 Apr, 2024 @ 5:55pm 
Have you fixed the Humanoid Races Mod conflict yet?
TurtleShroom 10 Mar, 2024 @ 3:15pm 
Have you fixed the Humanoid Races Mod conflict yet?
DanEpsilon 1 Dec, 2023 @ 11:30am 
@Parker Yes, I apparently downloaded the wrong version, thank you very much for your help!
Parker  [author] 1 Dec, 2023 @ 6:53am 
@DanEpsilon Just to make sure you have the right version, this is the one you need:
https://github.com/prkrdp/GeneTools/tree/experimental

It may be worth trying to unsub from the steam version to make sure you are running the one in your mods folder. From the main menu it should be Options>Mod Options in the bottom left>Gene Tools.
DanEpsilon 1 Dec, 2023 @ 4:39am 
@Parker I kind of did everything you said, but I can't find the Gene tools tab in the mod settings. Is the tab has a different name?
Parker  [author] 30 Nov, 2023 @ 6:07pm 
Here are the steps to install it if you want:
-Open the link and click the button that says Code
-Click "Download ZIP"
-Create a new folder in your rimworld mod directory (...\Steam\steamapps\common\RimWorld\Mods) and call it "gene tools" or whatever you like
-Open the ZIP file you downloaded and extract the contents of it into the new folder you created
-Start rimworld and open the mod menu
-Disable the "Gene Tools" mod with a steam logo next to it, and enable the one with a folder icon

After you restart your game, you should be able to open the mod options in the settings and untick the apparel restrictions. Just be warned, any colonist that wears something that does not have a texture for their body will cause a bunch of issues. I would recommend you at least keep the autonomous apparel restrictions enabled, that way the pawns won't equip whatever they want, but you can put it on manually. (2/2)
Parker  [author] 30 Nov, 2023 @ 6:07pm 
@DanEpsilon This is an option in the experimental version on github. I understand that not everyone wants or knows how to get a mod off of github, but I'm hesitant to replace this version on steam with it. I made a lot of changes, and it's entirely possible that some new bug or incompatibility with another mod cropped up as a result. I can't test it with every mod, there may be mistakes I overlooked, and it's been a long while since I worked on it at all. Maybe there's an issue I was meaning to fix and I don't even remember. All that is to say, I don't want to automatically update the mod for everyone who has it installed and potentially cause problems for people's existing colonies and saves. So, for now if you want that feature please check out the github version I linked a few posts down. (1/2)
DanEpsilon 30 Nov, 2023 @ 12:57pm 
The mod itself is nice and necessary, but it has big problems with compatibility with clothing from Combat Extendet. Some masks and helmets of the CE mod may not even fit on normal faces, and this includes some armor. Can you add a setting to the mod that disables the clothing restriction, please.
TurtleShroom 5 Oct, 2023 @ 10:09am 
Thank you for trying to make compatibility with the HAR Mod. I really appreciate that. Please let us know when you are ready to update the Mod with that!
The Gaming Archaeologist 6 Sep, 2023 @ 8:32am 
@DezTheDapperSkaven I wouldn't say those who don't know how to download and apply mods via github are "smooth brain" but not everyone knows how to do these things. Many thing simply downloading and apply a patch for an old 90s game is somekind of technological wizardry sometimes!
The Gaming Archaeologist 5 Sep, 2023 @ 4:08pm 
Damn, pain in the ass to not use this wait. I'll have to wait.
Dez The Dapper Bocchi 7 Jun, 2023 @ 12:33am 
May I suggest a Gene Tools Alpha/Beta steam release with the HAR compatibility in there? Some people are too smooth brain and won't click github links or download off there.
Parker  [author] 29 Apr, 2023 @ 1:34pm 
There's a new update on the experimental branch on github:
https://github.com/prkrdp/GeneTools/tree/experimental

Changes:
-Experimental HAR compatibility patches
-Mod options: You can toggle apparel checks and turn the HAR fix off.

I've played for a few hours with HAR and some race mods without running into any issues. Everything seems like it's working fine but everyone's mod list is different. I don't want to upload the update to steam and mess with anyone's saves just in case. Let me know how it works for you in the 'Experimental Feedback' section above.
CapitanJAL 26 Apr, 2023 @ 8:54am 
i think the incompatibility with HAR is because the apparel becomes unusable for alien races, but i think is could patch easily for adding and option that adds extra body types to apparel or something like that
tinywhitecat 21 Apr, 2023 @ 5:39pm 
This mod is partially incompatible with Dub's Apparel Tweaks, the 'substitute bodies' system fails to load texture substitutes.
Omegaprime02 18 Apr, 2023 @ 12:10pm 
I know that you're having issues getting your mod and HAR to work together, which is unfortunate.

Have you poked them over on the Alien Races Discord? They're a nice bunch honestly and would, according to one of them that I managed to poke, probably be willing to work with you to get some kind of integration/workaround functional.
Stahlreck 12 Apr, 2023 @ 1:32pm 
Please add some options to this mod to disable these apparel restrictions. It's seriously annoying. It's fine having it on by default to prevent people from complaining to mod authors about clothing being broken but ultimately I wanna decide what my races can and cannot wear.
CTH2004 30 Mar, 2023 @ 9:01am 
why is this incompatible with HAR? Do you think you could make it no longer incompatible, so we can use mods like Android Teirs Reforged as well as mods that require your mod?

Or is there something making it litterally impossible to make compatible?

Thanks!

Edit: Saw the comment where you explained it. Could you instead put "minor incompatibility with HAR", and then remove the red warning? (If you are unable to easily fix it)

Thanks!
Aosakai 12 Mar, 2023 @ 7:13pm 
This mod is genuinely so annoying. It not only disables helmets for modded races, it even disables modded race clothing for the same modded race if the race has sub variations. In worst instances, it locks out 80-90% of clothing that should by all means be allowed.
Merluca Kitsokami 7 Mar, 2023 @ 9:58am 
The only thing i dont like abbout using this mod is, that it auto dissallows helmets for modded races with custom heads that are not made for it, doesnt matter if its from the Extended team or races like Lapelli/Ferian
Antearz 4 Mar, 2023 @ 12:49am 
I am using Biotech and HAR and have no Compatibatility Issues.
HAR itself is Perfectly Compatible with Biotech and some Races in HAR actually Rely on Biotech now.
Its mostly older Forks and non Updated Races that have Problems because they Bug out if they end up with other Xenotypes.

Moyo is a Good Example for a Fully Compatible Race.
Moyo pretty much Overrides or Adapts the Race to additional Xenotypes.
Thus there being no Problem.
TurtleShroom 18 Feb, 2023 @ 12:37pm 
The Humanoid Alien Races Mod isn't actually incompatible with the "Biotech" Expansion Pack. Races that have issues with it have it on their end, not Ludeon's end. There's a way to exempt HAR Races from the genetic system.
Alu 13 Feb, 2023 @ 9:50am 
@ghost har being incompat with xenotypes has long been fixed
race modders just need to blacklist the genes they dont want on the race
a race can even have genes made specifically for it
Meguwaifu 28 Jan, 2023 @ 7:19am 
For those who would rather not have the head/body type restriction for apparel, but need this mod for another racemod, you would need to change some things in the assembly. Using dnSpy, change __return = false; to __return = true; in ApparelAllowedRestriction and ApparelEquipRestriction. Do note that I haven't tested this by any means, so exercise caution when trying this. Make sure to add Assembly-CSharp.dll and UnityEngine.CoreModule.dll to dnSpy as well so it compiles properly.
GHOST 27 Jan, 2023 @ 7:37am 
incompatibility with HAR isn't a minor issue, HAR is largely incompatible with biotech xenotypes. this is on HAR's side of the issue
Admiral Zander 21 Jan, 2023 @ 8:13am 
please make it compatible with HAR. i dont want rimpy yelling at me every time i sort my modlist for such a minor incompatability
Gamorou 6 Jan, 2023 @ 11:16pm 
Any plans in making this compatible with Humanoid Alien Races? there are cool races on both
Touhoufanatic 2 Jan, 2023 @ 5:15pm 
that is fair.
i take it that making exceptions to the ones that likely will not be made into gene's would be far to more trouble that its worth?
Balmung Furuya 2 Jan, 2023 @ 2:04pm 
Ah so in theory, as long as I'm not using something that causes an exact issue it's fine, but will be a big deal if it clashes. Fair enough.
Parker  [author] 2 Jan, 2023 @ 8:22am 
@Balmung Furuya HAR changes human rendering along with custom races, and it disagrees with this mod assigning custom bodies to humans.
Balmung Furuya 1 Jan, 2023 @ 7:18pm 
Out of curiousity, what's the actual issue with it and HAR? Both seemed to be running things fine from what I'm using at least.
Touhoufanatic 1 Jan, 2023 @ 10:15am 
kinda sad this is incompatible with HAR, becuae the Moyo are HAR and i'm never giving them up.
Prince Of Wishes 1 Jan, 2023 @ 9:02am 
Will this have compatibility with humanoid alien mod
Lekoda 31 Dec, 2022 @ 5:40pm 
I like this mod make it viable for races to be ported to Biotech. Kinda sucks i gotta abandon HAR since it was required by 11 mods in my game T.T
Oriberus 31 Dec, 2022 @ 11:50am 
Is there any way to make the mod compatible with [Humanoid Alien Races] ?
Parker  [author] 26 Dec, 2022 @ 7:05am 
@Nouvi done
Nouvi 26 Dec, 2022 @ 5:32am 
Please add an actual incompatability with HAR to the about.xml. Makes it easier to spot in the case one accidentally doesn't notice the incompatability notice in the description.
AZGreentea 7 Dec, 2022 @ 7:45pm 
Could I use this to force a race mod to always spawn with a specific gene mod?
Parker  [author] 21 Nov, 2022 @ 9:16pm 
@The Architect Awesome. Glad it's fixed.
󠀡󠀡 21 Nov, 2022 @ 8:23pm 
@Parker Positive. I did the usual troubleshooting method until eventually I narrowed it down to activate only this mod and V.O.I.D. I have no idea why this happens either as the zombies are treated as animals. The error was something along the lines of

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at GeneTools.StartingApparelRestriction.Postfix (RimWorld.ThingStuffPair pair, Verse.Pawn pawn, System.Single moneyLeft, System.Boolean allowHeadgear

However, I read your reply to Pheace and updated the mod, and now it works fine. Thank you for the help!
[+DG+] Sir_Castic 21 Nov, 2022 @ 7:25pm 
so you're saying I can use this to restrict hats to the penis slot?
Parker  [author] 21 Nov, 2022 @ 11:44am 
@The Architect I need more info than that. Are you positive it's this mod? Do you have an error log? Are the zombies like monsters/animals or are they like people? I can't think of anything in this mod that would just stop something from spawning.
Pheace 21 Nov, 2022 @ 11:32am 
@Parker : Thank you!
Parker  [author] 21 Nov, 2022 @ 11:30am 
@Pheace It was an issue with animal gear. Animals were patched to look for apparel and this mod didn't account for that. I've updated it and it should work now. You might have to resubscribe to get it to update.
󠀡󠀡 21 Nov, 2022 @ 11:27am 
For some reason, this mod prevents the zombies from RH2 V.O.I.D. to spawn.