RimWorld

RimWorld

[LFS] Genes Expanded - Eyes
112 Comments
Lightning Larry the Lockie  [author] 27 Jul @ 8:40am 
@worgensnack, a mod config has been added to turn off the autopatching
Lightning Larry the Lockie  [author] 26 Jul @ 11:01pm 
Heyo @Joren ,I have just pushed a new update to the mod which allows you to turn off autopatching for mods that are not patched, and allows you to turn off patching for baseliners, by default these settings are on, but can be turned off in the mod settings, note you will need to restart the game for the effects to change.
Joren 26 Jul @ 6:35pm 
Damn, I was really hoping to use the eye colors without affecting any other xenotypes or baseliners in any way. I guess I'll try to find another way to get the effect.
Lightning Larry the Lockie  [author] 22 Jul @ 6:12pm 
@Joren, this would only apply to the mods that dont have patches, that being said im looking at all my mods, at the momement and it might be possible to add on options for baseliners to have different eyes based on what you select.
Joren 22 Jul @ 3:44pm 
Does "turning off the auto patcher" mean that there'd be no more random eye colors on people? I tried out your gene mods, and I think they're amazing for being able to create particular custom xenotypes, but I didn't like how then other xenotypes starting having all these randomized additional choices added. It would be great if they could all support adding these genes as options without the random aspect. Unfortunately that meant I disabled the mods (and just went with more vanilla options, like gray eyes), but I'd love to be able to re-enable them to refine my xenotypes again.
Lightning Larry the Lockie  [author] 15 Jul @ 2:52am 
@worgensnack, I can look into it, Im abit busy with IRL stuff. possibly i will add a button for turning off the auto patcher
Worgensnack 14 Jul @ 11:53pm 
would there be a way to add some kind of config to disable these genes from spawning on specific xenotypes? because modded xenotypes with custom heads don't really work with the eye genes and it'd be nice to be able to go into the configs and just disable the eye colors from being added to specific xenotypes when one spawns
woodchipperexists 11 Jun @ 7:03am 
Thanks so much! And no worries!
Lightning Larry the Lockie  [author] 11 Jun @ 12:51am 
@woodchipperexists, Yea sorry the mod doesn't have nay patches for reel's retexture, that being said, 1.6 is around the corner, I will look into adding in a patch when that drops :)
woodchipperexists 10 Jun @ 9:24pm 
I did some experimenting and found that it does work with regular facial animations, but the problem I'm having is that it isn't doing anything with Reel's retexture... Like, the gene is there but not affecting the visuals at all. I fiddled with the order a few times but it doesn't change anything. I also disabled all mods but the necessary ones and still nothing changes. [ https://imgur.com/a/TfUbxvs ] (Hopefully this works, I've never used Imgur before :meepyikes:)

Is this mod just not compatible with complete retextures maybe? Sorry if this has been asked before. I'd be surprised if it hasn't :meepded:

I still am 90% sure that I had it working at first. Maybe I had EyeGenes2 enabled :steamfacepalm:
Lightning Larry the Lockie  [author] 10 Jun @ 8:50pm 
Heyo :wave: @woodchipperexists, Can you please provide a screenshot, the mod should work with facial animations, unless something has changed with the facial animations mod. mine just changes the eye colors if they are both active at the same time.
woodchipperexists 10 Jun @ 8:16pm 
Love this mod to death!! One problem though, I SWEAR I had this working with Reel's Facial Animations when I first subbed but now it's not working. No other mods I'm subbed to that affect pawns (that I'm aware of) have updated and I hadn't changed anything.
The only other possibility is that I mistook the slit eyes from something else for these ones somehow. I'll take another look but I would love if this could be patched!
Thanks for the amazing mod anyway! I'll work around this problem if you can't/won't and in the meantime.
HeydocHawke 23 Oct, 2024 @ 3:31pm 
An amazing mod! This xenotype (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2995858859&searchtext=archotech) only has problems with eye rendering. They have their own unique archo eye gene, and this mod adds a strange heterochromy to them by painting a new color of one eye on top of the old one, and it stands out.
https://prnt.sc/Wrk2JfDiP-c7
Lightning Larry the Lockie  [author] 21 Aug, 2024 @ 6:56am 
@Biopsyhozis I have a patch coming soon, which will add most of the thigns @mikester112 mentioned

@jennifer rose, Thats odd as my eyes should simply turn off with facial animation and simply just replace the eye colour, I think this is an issue, I will look into this more.
jennifer rose 21 Aug, 2024 @ 6:12am 
OH MY GOD I finally figured it out.

I had thought [LFS] Genes Expanded - Eyes was NOT compatible with [NL] Facial Animation - WIP but I did some testing and they ARE compatible (rendering correctly) but for some reason this mod additionally places ANOTHER PAIR OF EYES on top of the correctly rendered eyes.

Here is a screenshot... https://imgur.com/a/iNJUWiA

@Larry the Lockie Could you please fix this? Because I LOVE the creative new eye colors, I freakin' need them!!!
Biopsyhozis 20 Aug, 2024 @ 3:19am 
Please add a patch for mod Alpha Genes, there are xenotypes with their own eye color, as well as without eyes :)
Lightning Larry the Lockie  [author] 13 Jun, 2024 @ 7:07pm 
@mikkester112 Il make a patch for these races so there eyes don't spawn :), thanks for that list :D much appreciated
mikester112 13 Jun, 2024 @ 11:20am 
I'll list off a few I could find that would benefit from a patch because their head textures don't quite match:
Avaloi
Beliar
Erin's Auronya and Shisune
Obsidian Expansion Tortle
Pillux
From Alpha Genes: Fleetkind, Helixan, Animusen, Taukai, Mycomorph, Drakonori
VRE: Insectors
Euglena
Corracall
Big and Small More Xenotypes Abomination and Lamias

Because they already use their own eye genes:
Alpha Genes: Efreet and Malachai
Obsidia Expansion Ceratons, Mothoids and Archna
Rimsenal Askbarn and Uredd
Lightning Larry the Lockie  [author] 13 Jun, 2024 @ 2:57am 
@mIkester112, Unfortunately not, can you give me the mod your trying to use it for? Il see what I can do about turning off autospawn
mikester112 12 Jun, 2024 @ 8:42am 
Is there a way to add certain xenotypes to an exclusion list so they aren't autopatched to spawn with these?
Lightning Larry the Lockie  [author] 18 May, 2024 @ 6:32am 
@lambdaFan, that's fine. But I didn't add that as a option, as it defeats the point of the mod to add eyes to the game without all the facial animation changes
LambdaFan 17 May, 2024 @ 1:33am 
Was going to start playing with this mod until I saw baseliners had these eye genes which I disliked so I went to the options menu hoping to disable it but when I found out I wasn't able to disable the feature I unsubbed from this mod, lowkey disappointing that the only good looking eye genes mod doesn't even have the most bare minimum when it comes to options :/
Lightning Larry the Lockie  [author] 1 May, 2024 @ 6:22pm 
@nullblaster, Thanks :), could you make a discussion with all the colours you found broken, will see what is up with them :)
Nullblaster 1 May, 2024 @ 6:56am 
Only two? Shocking. Cool that it works with facial animation. I did notice one or two colors that didn't integrate properly, cobalt blue I think had issues. other than that, solid work.
Lightning Larry the Lockie  [author] 27 Apr, 2024 @ 6:51am 
@Nullblaster, About 2 days :0, the blood one was the longest one.
Nullblaster 27 Apr, 2024 @ 3:18am 
I'm sorry, SEVENTY-SIX!? Holy shit, dude, how long did that take?
Blackouto000 20 Apr, 2024 @ 12:28pm 
Just took a look at the Facial Animation comment section and it appears to be a problem with the new pawn rendering on their side, the 1.5 update broke it.
Blackouto000 20 Apr, 2024 @ 12:16pm 
Same problem as @KingsMan_, the mod does work with Facial Animation, the eye color does change, but like he said, small vanilla eyes appear on top of the Facial Animation ones, really easy to notice when the pawn is sideways, there's just a floating dot in front of their faces.
Lightning Larry the Lockie  [author] 16 Apr, 2024 @ 5:36am 
@Valgarv, I Have just quickly tested this mod and Malang; it seems to spawn them on top perfectly fine, Does exactly the same as what the base game red eyes would do. the only issue is that with 1.5, rim world updated the way that rendering is done, and the issue is that the Eye positions have not been updated in the Malang Face Mod. so the eyes can be slightly offset.
Valgarv 16 Apr, 2024 @ 4:06am 
Is it possible to use it together with malang face mod for example?
KingsMan_ 15 Apr, 2024 @ 11:46pm 
It doesn't seem to be compatible with Facial Animation. Small, round vanilla eyes appear on the Facial Animation face. Please check. by the way the log does not appear.
Lightning Larry the Lockie  [author] 14 Apr, 2024 @ 3:10am 
@KingsMan_ no worries, Happy Rimming :)
KingsMan_ 14 Apr, 2024 @ 2:58am 
I don't have that log right now. If the logs come back when I play the game with this mod later, I will send them to you.
Lightning Larry the Lockie  [author] 14 Apr, 2024 @ 2:50am 
@KingsMan_ , hmmm thats fair. would you be able to send me your hugslib log. Might be able to fix the error :)
KingsMan_ 14 Apr, 2024 @ 2:40am 
Since so many mods show errors, it seems like the error log was created due to compatibility with other mods.
Lightning Larry the Lockie  [author] 11 Apr, 2024 @ 9:38pm 
@KingsMan_ are you also just running the mod by itself with requirements or are there other mods as well?
Lightning Larry the Lockie  [author] 11 Apr, 2024 @ 9:36pm 
@KingsMan_ Thank you can you please open a discussion and send me the error log you are getting :)
KingsMan_ 11 Apr, 2024 @ 9:17pm 
there is some red error log. on 1.5
Lightning Larry the Lockie  [author] 7 Apr, 2024 @ 1:57am 
@macropod, Since you brought it up, I'm looking into following that idea that they will take on baseline stuff for their eyes and then have the xenogeneic on top so it would follow the lore. The code is a bit tricker than I thought. to have both Xeno and Innate genes spawn. The skins should work fine, but eyes are another beast

But thanks for the suggestions :), as for the Genies I thought they were plain from humans so I gave them some lizard eyes :D.
Macropod 7 Apr, 2024 @ 1:20am 
Why do Genies have lizard eyes? This is actually very cool, but it must be xenogeneic, and not innate, as follows from the description of this genotype, it is artificially created.:steamhappy:
Macropod 7 Apr, 2024 @ 1:16am 
According to the plot of the game, Hussars, Genies and Highmates are made from ordinary people through the artificial introduction of special genes. Their innate genes - skin and hair (and eyes) are the most ordinary, like those of basic people. The passing on of these abilities by inheritance is not provided for; their offspring are the most ordinary people, this is how the masters of genetics conceived it from the very beginning.
The red eyes of the hussars are a special sign “don’t come near, he’ll kill you!” But your mod makes red eye shades a common occurrence. It would be very cool to introduce a special xenogen for the hussars, creating very scary eyes of a special shape, so that everyone would be afraid! Only for them!
Lightning Larry the Lockie  [author] 6 Apr, 2024 @ 8:40pm 
@marcopod, I will also look into making eyes work properly, but there might be more to it than a simple replacement
Lightning Larry the Lockie  [author] 6 Apr, 2024 @ 8:38pm 
@marcopod, I have fixed the skin colours up, so for highmates they spawn as xenogene :)
Lightning Larry the Lockie  [author] 6 Apr, 2024 @ 7:29pm 
@marcopod, you are entirely correct; I've made it like this so that every pawn will have eyes regardless, So Hussar and High mates Have them as a default germline instead. otherwise the kids they spawn will use the default black eyes,

The Dirtmoles' eyes have varying greys, But I did notice that the base game grey eye colour remains. So, I will push an update soon to remove them as a default. Thanks for picking that up. It's much appreciated.
Macropod 6 Apr, 2024 @ 12:13pm 
There is some confusion going on.
Hussars receive an innate red eye gene, but in the game red eyes are created by xenogen.
Dirtmoles get new eye colors, but their eyes still have the gray pucks from the vanilla game.
Highmate's cat eyes are also innate, not xenogeneic. (The same can be said about skin color)
Lightning Larry the Lockie  [author] 6 Apr, 2024 @ 4:48am 
@runzu, Good call please feel free to post under the discussion that I have made :)
Runzu 6 Apr, 2024 @ 4:33am 
I'll try one better. I'll do a test with only your mod and Tang's Face & Scars mod. See if it's still happening. Try to help narrow it down. Someone point today I'll try to give you more information. Feel free to tag me in a discussion if you don't want to continue to clutter the comments. :slimetabby:
Lightning Larry the Lockie  [author] 6 Apr, 2024 @ 1:28am 
@Runzu, This is odd, as these follow the base game for how they do red eyes. Are there any warnings? Will look into these even deeper.
Runzu 5 Apr, 2024 @ 12:53pm 
No red errors on this startup. Here's another log. https://gist.github.com/HugsLibRecordKeeper/718685776f324b1de8243cebf7db85fb
Runzu 4 Apr, 2024 @ 9:05pm 
Pardon, idk what happened to my game, but I'm crashing due to weird memory leak issues lol I'll be back if I can when I've resolved it. Stupid game lmao