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@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018955558
In order to make the XML patching obsolete one would need to change the code from being a comp to a thingClass and patch the base class (GeneSetHolderBase) via Harmony.
Wouldn't do that. Comps are better than thingClass since you can stack the former until you puke, while a thingDef can only be one thingClass.
However, the XML patches can be simplified. Currently every thingDef gets its own patch operation.
Changing the XPath from
Defs/ThingDef[defName="Genepack"]
to
Defs/ThingDef[thingClass="Genepack"]
in
AddGeneToGenepacks.xml
removes the need for all other patches.
In other words: currently the patches target every item separately, like the Biotech Genepack, the Alpha Genes Alphapack and Mixedpack, and so on. With the changed XPath one patch targets the whole item category.
the reference to the Genepack class in GetCompleteGeneList() should be replaced with ..parent.GetType().BaseType == typeof(GeneSetHolderBase).
This way your code becomes compatible with any ThingClass that can hold genes, like Xenogerm injectors. For ppl like me, who like to craft an injector first, instead of chugging down raw genepacks. ;)
In Rimworld my mod creep has run up to... 114. Oh dear.
If I may, I also really enjoy the Gene Reprocesser mod, which adds a building for it + some time/resource cost. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277539761
Really helps me tailor genes before making xenogerms (or just straight up drinking them into my genetic code).
I have actually never tested it that far so I am not sure. The test I did was done with no mods, to make sure it worked, but I didn't it test that far, and since I use a mod that removes the metabolism altogether, I can't tell if it does or not. It's either going to allow it, or block it.
To the choosing which part;
No, you can't choose, all the genes in the pack will be injected unless there is a duplicate gene in that case you can't inject it at all. I suggest using Split Genepack https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905371517&searchtext=Split if you want to split your genes.
Just inject a gene? It doesn't override it. Unless you are talking about changing a whole xenotype then either use "Character Editor" or "Pawn Editor" or use the cheat menu (the Dev tools)
Thanks for the answer. yeah i used dev mode to save that run.
If it is ruining your game tho you can activate Dev mode, then god mode, then go to the pawn's health tab, you should have the option to remove the coma there. Not ideal, I know, but best I can suggest at the moment.
2 days coma time, with a solo mechanitor with increased hunger rate, will have him suffer from malnutrition and lose consciousness and die before the coma is over. Of course it was my fault not having a mech to rescue and feed him in time. Just with cm mode it fucked me over big time.
Only need the gene remover mod updated and I can eugenic my neanderthals into perfection.
As for the ability for the mod to not destroy the genepacks, it has been suggested before and I might add a toggle for it eventually.
Another option would be to add a flag so that the genepacks wouldn't be destroyed. either would work, as I like to have a way to change the genes of a pawn as the game progresses, and making the entire xenogerm from scratch each time is not the best
If that's the case then my mod doesn't touch xenogerms, it only affects genepacks.