RimWorld
Inject Genes
113 件のコメント
Guarwo 54 分前 
Thank you for updating to 1.6 I was to dumb to figure out genes normally so this was needed lol.
Quilava 7月15日 22時25分 
LET GOOOOOOOO!!!, time to build my ultimate pawn that eat 10 time normal pawn :sad_seagull:
Nedlee 7月15日 15時58分 
Thanks!
Wistala  [作成者] 7月15日 11時22分 
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 7月13日 19時53分 
Tested it with 1.6 and so far no issues or errors.
AmaDeus 7月12日 13時33分 
@Quilava and I am hoping you will keep you passive aggressive behaviour to yourself ... just be fckn grateful
Quilava 7月12日 5時06分 
1.6 finally release, im hoping to see the update soon as author promised :cool_seagull:
Karkino 7月12日 0時49分 
for those worried. this still works fine in 1.6. sadly you cant force inject into another pawn. only "self use"
King DaMuncha 7月11日 22時08分 
please update
oscarmdsh69 7月11日 13時32分 
1.6 update coming?
KawwaK 7月10日 12時38分 
I refuse to play the game without this mod! Thanks for it!
moonstar67ppm 7月4日 1時11分 
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 7月3日 12時48分 
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  [作成者] 7月2日 5時19分 
Once 1.6 has been officially released I'll have a look.
NOT SUGAR 7月1日 6時48分 
1.6pl
Oler009 6月23日 5時37分 
1,6?
Simbach Vazo 6月5日 14時30分 
How's this work with Archites / Archogenes? Do you need them still or no?
Wistala  [作成者] 1月31日 8時55分 
@Twilight @morse_feri No sorry, it's on list but it's been on the list for a while now, sorry.
mores_feri 1月30日 9時24分 
is there a way to administer the genes like a drug to other pawns like prisoners? speaking of dead calm and alike
Twilight 1月12日 7時55分 
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 2024年12月21日 20時40分 
Wistala  [作成者] 2024年11月24日 2時51分 
@Quilava. No, sorry, not unless you use Dev mode and remove it.
Quilava 2024年11月23日 0時31分 
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 2024年10月29日 21時17分 
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  [作成者] 2024年10月29日 6時56分 
@grijnskat would that mean I wouldn't need to add patches anymore?
grijnskat 2024年10月28日 23時29分 
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  [作成者] 2024年8月23日 5時28分 
@King DaMuncha Look under "Compatibility" should answer all your questions :D
King DaMuncha 2024年8月21日 19時14分 
What about the Vanilla Enhanced genes?
ksj8775533897 2024年8月12日 16時05分 
thx!
JazzimoX 2024年8月9日 23時49分 
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  [作成者] 2024年8月9日 11時11分 
@JazzimoX That's what's great with a modding community, you can play however you want :)
JazzimoX 2024年8月7日 13時28分 
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  [作成者] 2024年8月7日 12時32分 
@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 2024年8月5日 14時38分 
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  [作成者] 2024年6月19日 6時59分 
⸢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 2024年6月19日 6時50分 
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  [作成者] 2024年6月17日 13時11分 
@⸢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 2024年6月17日 12時15分 
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 2024年5月27日 9時01分 
i imagine the pawn slurps the genetic material out like a gogurt tube
Steiner 2024年4月19日 11時04分 
@Steiner

Thanks for the answer. yeah i used dev mode to save that run.
Wistala  [作成者] 2024年4月19日 7時22分 
@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 2024年4月19日 7時11分 
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! 2024年4月18日 7時58分 
That's ok. Cool mod though.

Only need the gene remover mod updated and I can eugenic my neanderthals into perfection.
Wistala  [作成者] 2024年4月18日 7時56分 
@Inquisition Time! It's a highly requested feature. One I want to add at some point. No ETA tho, sorry.
Inquisition Time! 2024年4月18日 7時55分 
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 2024年4月15日 2時08分 
Thank you for the update!!
Wistala  [作成者] 2024年4月11日 6時23分 
@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 2024年4月10日 8時49分 
1.5 planned?
Wistala  [作成者] 2024年3月18日 13時28分 
@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 2024年3月18日 10時08分 
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