RimWorld

RimWorld

[BIOTECH] EyeGenes | Deprecated |
73 Comments
Hicked 1 Apr, 2023 @ 11:06pm 
You did a good job!
OPERATOR  [author] 6 Dec, 2022 @ 11:55am 
OPERATOR  [author] 5 Dec, 2022 @ 6:55pm 
These mods have been moved to "Deprecated" no new updates will be made, EyeGenes2 will be releasing soon that handles almost every single thing here, the only mod that (MAY) get a update is EyeGenes Lite and it will instead be EyeGenes2 Lite if at all, check the description of "deprecated" collection to find the new collection, keep an eye on it and I hope to see you all back for round two of the EyeGenes series.
OPERATOR  [author] 5 Dec, 2022 @ 3:01pm 
Framework is complete! (for now) EyeGenes2 will most likely launch tomorrow or the next day, however long it takes to do last preperations, thank you everyone who used EyeGenes.. I will leave this mod up, but it will NOT be compatible with EyeGenes2 as it changes a lot, as for compatibility, a lot of definitions changed in between version so some may work but others wouldn't I recommend new games if you use EyeGenes2 but if you want to risk it go for it, just only new pawns will be affected by it.
OPERATOR  [author] 5 Dec, 2022 @ 8:34am 
No problem, if you are still interested keep an eye out for the new mod, you may need to start a new game though unless you want to deal with a lot of errors :p2wheatley:
Fokson 5 Dec, 2022 @ 8:31am 
Understood, thanks for the super quick response =)
OPERATOR  [author] 5 Dec, 2022 @ 8:25am 
(I also didn't want to break anyones modlists/games that use this version as a lot of hediffs change in EyeGenes2 which is releasing not too long from now if it keeps going well)
OPERATOR  [author] 5 Dec, 2022 @ 8:23am 
Unfortunately facial animation does not support that (that I know of) as for the new mod it will most likely becomes its own new mod as its a game changer and way more advanced, it also combines all the patches together and even supports NL facial animation expanded, I just need to find the textures for neanderthals as I can't seem to find them so I can patch it if you don't have facial animations on.
Fokson 5 Dec, 2022 @ 8:20am 
Love your mod, looking forward to the next version! Would you consider adding genes for different colored sclera as well (for Facial Animation users)? I love the aesthetic of characters with black sclera, and thought it'd look great on Wasters. I think Facial Animation has the possibility to do so using "EyeballColorDef".
OPERATOR  [author] 3 Dec, 2022 @ 5:23pm 
[NL] Facial Animation Expanded is supported in the upcoming 2.0 version of this mod.
OPERATOR  [author] 3 Dec, 2022 @ 3:11pm 
This next update is a huge one, I don't know if I should update this one or make a 2.0 of this mod how big it is.
OPERATOR  [author] 3 Dec, 2022 @ 10:33am 
Yeah, I plan to release the framework soon if it all goes well with my friend, as it will be useful in general for all biotech users if done right, still seeing how useful it is though.
Kyrox 3 Dec, 2022 @ 10:30am 
There's no need to apologize. My aim is to simply help you free up some time and not have to deal with the waves of Vanilla Expanded users. It can be overwhelming. If people know they need to take the issue to Oskar and the team, then they will. I know their fanbase. You've created a beautiful mod and I cannot wait to see where your talent leads to next.

If people are informed that the issue lies with the Vanilla Expanded team, they will voice their desires to them. And not do it here, to you. You've got more important things to work on.
OPERATOR  [author] 3 Dec, 2022 @ 10:24am 
Indeed, sorry if I came off as defensive I am currently actually working on with a friend a massive framework for possibly other mods and its a bit more pressing atm, I'll prob just list it as a incompatibility soon (if and until they fix the sorting) I've had multiple people ask and right now its out of my mods scope as I don't want to accidentally break their mod as well even if I did somehow patch it perfectly (Don't know if they'll ever update), and I'm not a animator haha.
Kyrox 3 Dec, 2022 @ 10:22am 
I respect the hussle Operator. Please don't consider my previous post to be misleading as if I am stating the compatibility is your responsibility. It's far from it, and honestly not your problem. I'm simply hoping to shed some light on the future of the compatibility with Vanilla Expanded. It's highly doubtful they are going to re-write and update their mod to follow the eye-socket change. I obviously don't speak for them directly.

You're going to get this conversation brought up. Over, and over and over. I would simply wash my hands of the matter, and state in your compatibility that Vanilla Expanded is not compatible due to their design choices and explain the changes they need to make for it to function properly.

It may save you from having this conversation repeatedly in the future. Hopefully we'll see change, but their roadmap is insanely massive. I doubt they have time to address it.
OPERATOR  [author] 3 Dec, 2022 @ 10:15am 
Actually, that's not what I said at all, I said specfically they just need to use the right eye slots for facial animation as currently they use "lid" or something like that which means the mod does not respect the facial animation eye color patches that facial animation added, they don't need to change their textures themselves, they just need to re-organize, my mods (currently) only work with the facial animation DEFAULT eye slots.

TLDR: They don't need to stop being "vanilla" they just need to use the correct eye slots so patches can be easilly added without forking their entire mod.

Furthering onto this, this is why "Faces of the rim" was possible to patch as they use the correct format for eyes so the patches could be applied, they had their "vanilla eyes" and were patched as a optional submod.
Kyrox 3 Dec, 2022 @ 10:10am 
Oskar and the Vanilla Expanded team specifically created Vanilla Textures Expanded - [NL] Facial Animation with "Vanilla" textures in mind. Which is vanilla. Vanilla = black eyes. If you think Oskar is going to take time away from their production roadmap to add compatibility for these eye genes then you're going to be waiting till you possibly die. I don't see that happening. That compatibility is going to need to come from another mod team.

It /may/ be possible we see something from them about the eye sockets. However I feel it is very unlikely. Those people are extremely busy developing/fixing new/existing mods. They can barely keep the Framework up to date.
OPERATOR  [author] 3 Dec, 2022 @ 8:58am 
It kinda is, but it would be a heavy overwrite, the mod creator needs to update their mod to use the correct eye slots.
Vatheron 3 Dec, 2022 @ 8:55am 
Is it possible to add a Vanilla Texture Expanded variant of [NL] support?
OPERATOR  [author] 2 Dec, 2022 @ 6:42am 
Touched up a lot of the information for every single mod to make it look nicer :)
OPERATOR  [author] 1 Dec, 2022 @ 5:13pm 
"WorldOfColors" Has been released!
OPERATOR  [author] 1 Dec, 2022 @ 4:16pm 
New mod "EyeGenes - WorldOfColors" dropping shortly.
OPERATOR  [author] 1 Dec, 2022 @ 11:51am 
I may have found a REALLY hacky way to do it, I will most likely make it its own mod, use at your own danger I'll list more info once I'm done.
OPERATOR  [author] 1 Dec, 2022 @ 9:02am 
I've tried a lot of ways, the only idea I maybe got at this point is creating a new endogene category but from what I've seen no one has done this at all/yet so there's p much no documentation on how to do this let alone for a bit of a newer modder, I could be wrong but I've really exhausted every option that I could think of XML wise.
Jenkem 1 Dec, 2022 @ 2:55am 
There's got to be a way, even if that's making a new "endogeneCategory" that collapses all the texture possibilities into one gene for eyecolor. I looked through it all too with the Rimworld Auto Documentation, so many defs, so much confusion :tableflip: It's difficult to tell the difference between how eye color is handled in 'GeneDefs_Cosmetic.xml' vs. how skin and hair is handled in 'GeneDefs_Endogenes.xml', and I still don't know how skin is generated for baseliners by default without being defined in a gene list within 'XenotypeDefs.xml'. I feel like there is a solution though---
OPERATOR  [author] 30 Nov, 2022 @ 10:19pm 
I'll look into it further tomorrow but can't promise anything.
OPERATOR  [author] 30 Nov, 2022 @ 9:50pm 
I can also force all eyecolors to spawn on people and be inheritable but it seems if I do that, EVERY xenogerm becomes inheritable, unless there's a way to define that, and I can't really define chances.
OPERATOR  [author] 30 Nov, 2022 @ 9:48pm 
• None
• Melanin
• HairColor
• Ears
• Nose
• Jaw
• Hands
• Headbone
• Head
• BodyType
• Voice

Seem to be the only options, HairColor and Melanin (skin) seem to be the only one that are forced on creation, which leads me to assume they might be hardcoded.
Jenkem 30 Nov, 2022 @ 9:48pm 
its weird that that file shows up in the core rather than Biotech, meaning it might be called elsewhere in core
OPERATOR  [author] 30 Nov, 2022 @ 9:41pm 
I have a basic idea on how to do it, and I have that file, only issue is there is no way that I've found that can let you define a new endogene catagory, for example I can set it to be a "HairGene" but that means that it will overwrite the hair slot which is not ideal, I don't see a way to make a new endogene catagory, you are on the right track but I'm missing a few key details, I'm still looking though.
Jenkem 30 Nov, 2022 @ 9:13pm 
I think I figured it out; it has to do with the file: Steam\steamapps\common\RimWorld\Data\Core\Defs\GeneDefs\GeneDefd_Endogenes.xml

It appears that the game draws these two parent endogenes as default on all pawns (regardless of Race), but within them contains all the different skin and hair possibilities in the one parent gene. The non-baseline race endogenes then override these two endogenes for those pawns if they spawn in.

That means that you might be able to patch in all your different eyecolors into that file under one conbined parent gene, then all pawns in the game will have their eyecolor tied to that endogene rather than appearing randomly.

I don't really know how to mod and patch, but do check if this is correct!
OPERATOR  [author] 30 Nov, 2022 @ 7:13pm 
It's possible to add xenogenes, but endogenes cant be defined from what I've seen, i'm not sure if its even possible to define them past the defaults, but I'll take some more looks.
Jenkem 30 Nov, 2022 @ 7:04pm 
There should be files in the Biotech dlc that hold the data for the added races; I'd start there and see how they do skin and hair color for the Baseline humans, then patch sumn into that
OPERATOR  [author] 30 Nov, 2022 @ 6:55pm 
Currently it is supposed to be that way, I don't know if its possible to force spawn any gene as a endogene, if so I want to do it badly, I'll try looking around more.
Jenkem 30 Nov, 2022 @ 6:26pm 
Seems like the baseline pawns don't spawn with their eyecolor as an endogene, is it supposed to be like that? If so, it might be cool to somehow patch the vanilla biotech races so that a pawn's eyecolor is embedded in their DNA and can be passed down to children, like endogenes skin color and hair color.
OPERATOR  [author] 30 Nov, 2022 @ 10:04am 
Very much possible, but would prob need to go past XML editing, may look into it later but can't promise.
Pyra Kitten 30 Nov, 2022 @ 7:49am 
I've always wanted a mod like this! Fantastic work! Stupid question, how difficult would it be for you to create eyes with heterochromia? I'd imagine it's not something that'd be easy to code, I was just curious if it was something that'd be worth looking into.
OPERATOR  [author] 30 Nov, 2022 @ 6:29am 
Faces of the rim eye colorization patch has been added to description @Jenkem
OPERATOR  [author] 30 Nov, 2022 @ 5:43am 
Good news everyone! It is very much possible to patch rimface, it was way more simple than I thought.. converting it all now to be usable!
OPERATOR  [author] 30 Nov, 2022 @ 3:49am 
I'll look at the code for it and try to reach out to the creator, I can't promise anything I'm a bit new to modding everything here is done with XML so far, I don't think it does but if it supported the facial animation eyecolor change that recently got added it would be way easier!
Jenkem 30 Nov, 2022 @ 3:28am 
OPERATOR, have you considered making your mod compatible with the "Faces of the Rim - Facial Animation" submod for NL's Facial Animation? I really want to add a good looking eyecolor mod in my list, but I'd personally prefer a more vanilla looking aesthetic with clearly-differing eye shapes. I love your work and wonder if you'd be able to work your magic with other face mods!
OPERATOR  [author] 29 Nov, 2022 @ 6:08pm 
Update pushed!
OPERATOR  [author] 29 Nov, 2022 @ 4:58pm 
Oh and yes this new update that's coming is compatible with older games, all I'm doing is patching it depending on if facial animation exists or not.
OPERATOR  [author] 29 Nov, 2022 @ 3:57pm 
Making a major new update, Facial Animations won't be a REQUIRED mod anymore, and if the game detects you don't have it will use vanilla eyes instead, Facial support will also still work as the mods original intent is for facial.
OPERATOR  [author] 29 Nov, 2022 @ 2:22am 
If the mod respects the facial animation eye color patch.. yes.. if not no.
Kenko 28 Nov, 2022 @ 4:25pm 
Question: Does this mod work with the Vanilla retexture of LH's facial animation?
OPERATOR  [author] 28 Nov, 2022 @ 9:00am 
Cy-one mind adding me so I can communicate better, I think it may be a issue on the mods side, but I'm not sure if I can fully reproduce your issue.
SaberVS7 28 Nov, 2022 @ 8:41am 
What hair mod are you using in the screenshots?
cy-one 28 Nov, 2022 @ 8:35am 
Sure! https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1949064302

What I find more odd is that pawn #1 works perfectly fine (both with a Tactical bionic eye (EPOE-forked) and an Archotech eye (Vanilla).
Whereas pawn #2 gets weird eyes with both.