RimWorld

RimWorld

Inject Genes
112 Comments
Quilava 10 hours ago 
LET GOOOOOOOO!!!, time to build my ultimate pawn that eat 10 time normal pawn :sad_seagull:
Nedlee 16 hours ago 
Thanks!
Wistala  [author] 21 hours ago 
Updated to 1.6, enjoy. I do not own Odyssey at the moment so can't test that, but should be fine. Let me know if I am mistaken of course.

@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
Noheals 13 Jul @ 7:53pm 
Tested it with 1.6 and so far no issues or errors.
AmaDeus 12 Jul @ 1:33pm 
@Quilava and I am hoping you will keep you passive aggressive behaviour to yourself ... just be fckn grateful
Quilava 12 Jul @ 5:06am 
1.6 finally release, im hoping to see the update soon as author promised :cool_seagull:
Karkino 12 Jul @ 12:49am 
for those worried. this still works fine in 1.6. sadly you cant force inject into another pawn. only "self use"
King DaMuncha 11 Jul @ 10:08pm 
please update
oscarmdsh69 11 Jul @ 1:32pm 
1.6 update coming?
KawwaK 10 Jul @ 12:38pm 
I refuse to play the game without this mod! Thanks for it!
moonstar67ppm 4 Jul @ 1:11am 
pardon my earlier comment. it was disturbance from lycanthrope VRE mod. apparently it has it's own germline inject method, unlike default gene implant. when using regular gene implant from vanilla DLC, any injected xenogene from source host will carry over to new host
moonstar67ppm 3 Jul @ 12:48pm 
I got good build of sanguophage + extra injected genes, but when i implant gene to other pawn, they only retain default sanguophage. is this intended, or just a matter of sorting issue?
Wistala  [author] 2 Jul @ 5:19am 
Once 1.6 has been officially released I'll have a look.
NOT SUGAR 1 Jul @ 6:48am 
1.6pl
Oler009 23 Jun @ 5:37am 
1,6?
Simbach Vazo 5 Jun @ 2:30pm 
How's this work with Archites / Archogenes? Do you need them still or no?
Wistala  [author] 31 Jan @ 8:55am 
@Twilight @morse_feri No sorry, it's on list but it's been on the list for a while now, sorry.
mores_feri 30 Jan @ 9:24am 
is there a way to administer the genes like a drug to other pawns like prisoners? speaking of dead calm and alike
Twilight 12 Jan @ 7:55am 
Any way to have another pawn inject genes into another pawn? Or any way to allow a Ghoul to inject genes? Trying a run through where individual genes can only be injected rather than the unlimited copying via xenogerm, and have a ghoul I want to tweak genes on and the normal inject option doesnt work for him.
Pasaway 21 Dec, 2024 @ 8:40pm 
Wistala  [author] 24 Nov, 2024 @ 2:51am 
@Quilava. No, sorry, not unless you use Dev mode and remove it.
Quilava 23 Nov, 2024 @ 12:31am 
May i ask, is there a way for pond to recover from xeno coma faster? I love to build a super pond but the 2 day come every time you inject gene just too long for me :sad_seagull:
grijnskat 29 Oct, 2024 @ 9:17pm 
No, it just allows the comp to work on xenogerms.
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.
Wistala  [author] 29 Oct, 2024 @ 6:56am 
@grijnskat would that mean I wouldn't need to add patches anymore?
grijnskat 28 Oct, 2024 @ 11:29pm 
Nice mod. But if I may offer one thing to improve:
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. ;)
Wistala  [author] 23 Aug, 2024 @ 5:28am 
@King DaMuncha Look under "Compatibility" should answer all your questions :D
King DaMuncha 21 Aug, 2024 @ 7:14pm 
What about the Vanilla Enhanced genes?
ksj8775533897 12 Aug, 2024 @ 4:05pm 
thx!
JazzimoX 9 Aug, 2024 @ 11:49pm 
Reminds me a lot of the XCOM2 workshop community. Huge overhauls and tiny config tweaks everywhere. Always keeping over a hundred little mods in every playthrough.
In Rimworld my mod creep has run up to... 114. Oh dear.
Wistala  [author] 9 Aug, 2024 @ 11:11am 
@JazzimoX That's what's great with a modding community, you can play however you want :)
JazzimoX 7 Aug, 2024 @ 1:28pm 
Ah, thanks for the clarification.
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).
Wistala  [author] 7 Aug, 2024 @ 12:32pm 
@JazzimoX To the metabolism question;
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.
JazzimoX 5 Aug, 2024 @ 2:38pm 
Can I inject genes if they would put my pawn below -5 metabolism? And by the pictures, can I choose which part of the gene pack to inject instead of the whole thing?
Wistala  [author] 19 Jun, 2024 @ 6:59am 
⸢TEXT⸥ Yolojop Are the genes in a custom genepack or does it use the vanilla genepacks? The genepacks I am on about are those you can see on the banner (first picture) If he uses those then a patch isn't needed, if he does not use those but his own then yeah.
⸢TEXT⸥ Yolojop 19 Jun, 2024 @ 6:50am 
Are there any plans to patch Big and Small - Genes & More Xenolocked gene? I assume a carrier of it shouldn't be allowed to get new genes.
Wistala  [author] 17 Jun, 2024 @ 1:11pm 
@⸢TEXT⸥ Yolojop
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)
⸢TEXT⸥ Yolojop 17 Jun, 2024 @ 12:15pm 
Not trying to be rude, but are there any mods that add the ability to add a gene to and existing xenotype or xenogerm like this one does, or one that allows the editing of existing xenogerms?
Average Genestealer 27 May, 2024 @ 9:01am 
i imagine the pawn slurps the genetic material out like a gogurt tube
Steiner 19 Apr, 2024 @ 11:04am 
@Steiner

Thanks for the answer. yeah i used dev mode to save that run.
Wistala  [author] 19 Apr, 2024 @ 7:22am 
@Steiner The coma is from the game, not something I have made or altered, you get the same if you use the xenogerm. I might look into a slider or the ability to switch it off completely or something else, but at the moment I got some other feature that has higher priorities.

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.
Steiner 19 Apr, 2024 @ 7:11am 
Could we get an option or slider to increase/decrease the coma time?

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.
Inquisition Time! 18 Apr, 2024 @ 7:58am 
That's ok. Cool mod though.

Only need the gene remover mod updated and I can eugenic my neanderthals into perfection.
Wistala  [author] 18 Apr, 2024 @ 7:56am 
@Inquisition Time! It's a highly requested feature. One I want to add at some point. No ETA tho, sorry.
Inquisition Time! 18 Apr, 2024 @ 7:55am 
Ey, great mod. Any idea if you would be up to add a feature to inject your prisoners? I imagine enslaving and forcing themselves to inject the gene is also an option
Nedlee 15 Apr, 2024 @ 2:08am 
Thank you for the update!!
Wistala  [author] 11 Apr, 2024 @ 6:23am 
@Skynert Indeed it is! The reason I have been waiting is that usually they deploy some last minutes adjustments to the patch and I didn't want to end up having to update again. So waiting for it to fully release before I update.
Skynert 10 Apr, 2024 @ 8:49am 
1.5 planned?
Wistala  [author] 18 Mar, 2024 @ 1:28pm 
@Stylianos_V I am going fiddle with the xenogerm, you'll have to find a different mod for that.
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.
Stylianos_V 18 Mar, 2024 @ 10:08am 
I didn't mean to not destroy the xenogerm, just to also have a way to use the xenogerm without it overwriting the genes already in a pawn.

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
Wistala  [author] 18 Mar, 2024 @ 6:37am 
@stylianos_V Not quite sure what you are asking, you want the xenogerm to not override the existing xenogenes as well as not being destroyed?
If that's the case then my mod doesn't touch xenogerms, it only affects genepacks.