RimWorld

RimWorld

Mutated Pawn
116 Comments
wowhvb  [author] 4 Aug @ 6:38pm 
@Monkey Magic When I did the update, HugsLib, a dependency I used to help making the mod option interface, was not updated yet. Since a few people already told me I should stop using HugsLib, I took the opportunity to redo the mod setting GUI and remove HugsLib completely. However, I could not handle it gracefully enough and quite often, the old settings messed up and create errors as such. I am glad it works for you now. Cheers!
Monkey Magic 4 Aug @ 2:44pm 
Hmm, so I typed some gibberish into the "black list" and "white list" boxes, and this was enough to stop the error. Didn't need to adjust anything else, the game launched without issue.

Interestingly enough, when I then deleted what was written in those boxes, and the error did not recur.
wowhvb  [author] 4 Aug @ 12:34pm 
@Monkey Magic Thanks for the feedback! Could you try again, this time, before you start a new game, please go to the mod setting and adjust every value in the setting first? Every option, just put some value in there. You can type anything for black/white list, doesn't have to be proper name. After that, restart Rimworld and see if there is any error. Maybe try a new game also. Thanks!
Monkey Magic 4 Aug @ 6:36am 
Not working for 1.6 apparently. The mod appears to work without issue when loading the game, but when you attempt to generate a world (either with the dev quick setup, or an actual playthrough) it throws up a bunch of red errors

https://pastebin.com/15pxTNNt
wowhvb  [author] 15 Jul @ 6:13pm 
@HEX: Malinovsky, I could not replicate the error (no other mod, all DLC except Odyssey). According to the error messages, the error occurred when handling black/white listing feature. I made a dirty fix by ignoring black/white list if some error happens during this step. You can give it a go and see if you can load a new game. Have a look at debug and let me know how it goes. Thanks!

I move all error messages to a discussion thread to avoid clustered text.
wowhvb  [author] 15 Jul @ 11:49am 
This mod has always been dependant on Harmony. Thanks for the error messages.
414 Malinovsky Too Long 15 Jul @ 10:34am 
I disable all mods and Odyssey DLC. It's still gives errors when creating the world. And, for some reason, it's now depends on Harmony lib (???). Have some warnings after try to activate only your mod
wowhvb  [author] 15 Jul @ 10:08am 
Hmmm... I don't have the latest DLC. Could you try again without any other mod, jist DLC and show me the error messages? Also, try after unsubscribe and subscribe to the mod. Thank heaps!!
414 Malinovsky Too Long 15 Jul @ 2:15am 
Upd.

I turned off all mods, leaving only DLCs. The problem persists.
414 Malinovsky Too Long 15 Jul @ 2:08am 
Thank you for your reply!

I don't have the white and black sheets configured in this mod (partly because I couldn't get into the settings for some reason), but I also didn't configure them in previous versions of this mod (1.4, 1.5).

Regarding mods that interact with genes:
Animal Genes
Better Gene Inheritance
Gene Fabrication
GeneLibrary
Some VRE – Genie, Highmate, Pirates(?), Pigskin
[AV] Ancient Spacer Xenos
Altered Carbon 2: ReSleeved

All of this mods (except Animal Genes) I used for a while (1.4, 1.5) with your mod.
wowhvb  [author] 15 Jul @ 2:00am 
@HEX:Malinovsky Thanks for the error messages. Can you also give me your black list and white list strings? Also any gene related mods?
414 Malinovsky Too Long 15 Jul @ 1:51am 
Tried to fix the previous error, encountered a new one when creating a new world, lol.
There are several other similar errors, but as I understand it, they all come from the first one. And all of them are somehow related to the generation error. Unfortunately, I can't publish anything longer than 1000 characters
chrisque1 14 Jul @ 6:40pm 
Tnxs a lot :8bitheart: "Black/white listing entries are treated as wildcard. "hair" will include any gene that has "hair" (case-insensitive) in defName or LabelShortAdj.
White list will override black list. For example, you can black list anything with "hair", then white list "Hair_InkBlack"."
wowhvb  [author] 14 Jul @ 5:55pm 
@HEX: Malinovsky I also had some problems with settings when I switch between the dev version (on my hard disk) and the Steam version (downloaded). It didn't freeze, but it did give some errors. All problems went away after I restarted RimWorld a couple of times though. Maybe the old settings messed up the new ones? Could you give the good old "turn it off and on again" a few times and let me know how that goes?

@Vortek Gamer Is it possible for you to turn on debug mod and look for any text that has my mod name (Buggy or MutatedPawn) and paste it here? Thanks in advance!
Vortek Gamer 14 Jul @ 3:39pm 
I am also having issue with the latest update for this mod that it cause map not able to generate faction (Was using VER) and other race mod
414 Malinovsky Too Long 14 Jul @ 2:10pm 
Hi! Glad to see this mod on 1.6

I ran into a problem - I got into the mod settings, but I can't close the window in any way except by completely closing the game. Also, all the settings I made are not saved for some reason
wowhvb  [author] 14 Jul @ 2:09am 
Hello gravship captains! I updated the mod. Here are the changes:

_ Add compatibility for 1.6.

_ Remove HugsLib dependency. All previous mod settings are lost. Please visit the new settings.

_ Black/white listing entries are treated as wildcard. "hair" will include any gene that has "hair" (case-insensitive) in defName or LabelShortAdj.

_ White list will override black list. For example, you can black list anything with "hair", then white list "Hair_InkBlack".

_ Add custom tick time for both growing carcinoma and toxic build up mutation. Default is still 5k. Thanks Arthur GC for the suggestion.

Please let me know if you find any issues. I couldn't play test as much as I should.

Cheers!

@StarOri I am still working on babies' mutations.
StarOri 26 Jun @ 12:27pm 
Well I just found this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437352835 which has a random gene feature for babies (the other random features cannot be disabled though)
wowhvb  [author] 18 Jun @ 12:39pm 
Hmmm, that indeed sounds interesting. I will also give it a go. I will probably do the 1.6 compatibility update and tick time option first. After that, I will look into the baby mutation idea. Thanks StarOri!
StarOri 18 Jun @ 12:28am 
Hello, thank you this mod is awesome!
Did you consider to add a chance for children to have one random "mutated" gene (a random new gene) on birth? I think this would be a really nice addition to the immersion and possible "stories creation", this does not happen often in reality of course but if we could tweak the chances, anyone would probably be fine with that.

Would that be complicated to add?
Arthur GC 17 Jun @ 8:42am 
Since my current my mod list is huge, I'm still on 1.5.

But that's ok, no problem.

Thanks for the mod :)
wowhvb  [author] 17 Jun @ 2:23am 
Also, I will only work on the update when 1.6 is officially out. If you are in the beta and find a problem, please let me know so I can think about it in advance!
wowhvb  [author] 17 Jun @ 2:21am 
Thanks for the suggestion @Arthur GC. I will try to add this option when updating for 1.6. However, I don't have much time to test/play anymore. So it might be buggy. Sorry in advance :(
Arthur GC 30 May @ 8:52pm 
Would it be possible to add a mod setting to configure the 5000 ticks setting? In my opinion 5000 ticks is way too frequent (60000 / 5000 = 20 attempts per day).

If I understood the mod settings correctly, twenty 5% of mutating attempts per day is the same as 64.15% of it happening at least once per day.

Maybe the default settings should be every 60000 or 30000 ticks instead of 5000 (at least for the growing carcinoma trigger).
Arthur GC 30 May @ 6:25pm 
It should be obvious to everyone that wants to use the mod, but Biotech should be added as a mod dependency for better mod sorting.
wowhvb  [author] 24 May @ 10:35am 
@UNKnOWNa55As5IN Here is how endo/xeno options work

If xeno genes are not allowed, all mutations will be endo.
Otherwise, any mutation will have a 50% chance of being xeno.

You can turn on debug and read the messages. If "Xenogene chance roll" is greater than 0.5, the mutation should be xeno.

Cheers!
UNKnOWNa55As5IN 24 May @ 2:49am 
It... Seems like the option to have the mutation be endo/xeno genes is inverted or just doesn't work, I think?
chrisque1 9 May @ 11:02pm 
Love the mod :8bitheart:, but it need a better balcklist system
Monkey Magic 13 Mar @ 7:25pm 
Should prolly add a Biotech requirement here too
wowhvb  [author] 2 Feb @ 12:03pm 
@crec4et I looked at my code and saw that I used C# function "contains" to check if a white list/black list string match a gene in the game database. So I guess if you use "VERA_" as a parameter, it will white list/black list all the genes that contains the string "VERA_" anywhere in the name. Please give it a go and let me know what you guys find! I am truly sorry but I don't have time to play test or even play anymore :(
wowhvb  [author] 2 Feb @ 9:45am 
@crec4et Thank you for your contribution! I will implement your suggestion. But I don't think I can implement blacklisting the whole mod.
crec4et 1 Feb @ 11:38pm 
@watler, i have investigated this further, seems like only "hardware" genes make pawn an android (from VREA_Power to VREA_SyntheticSkin) ,"subroutines" are fine. that being said, the first two and the last five genes on your list arent "real" genes, but are rather a parent class, so blacklist cant parse them. to fully remove android aptitudes, you'd need to blacklist VREA_AptitudeBasic_Cooking and so on for each skill.

@wowhvb would it be at possible to make white|blacklists use masked strings? i.e, to remove whole bunch of genes by simply having " VREA_* "? the string type used for the list is not that long, sadly, and this will greatly reduce it's size.
Alternatively, can there be seperate lists(checklists) that would take mod names to allow|forbid genes from?
All in all, great mod,keep up the good work!
Kin 23 Jan @ 8:26pm 
this is cool
Arlington 2 Jan @ 4:47am 
i got a android gene randomly so can you try and fix that?
wowhvb  [author] 18 Oct, 2024 @ 1:06pm 
The HugsLib dependency is just for UI (mod settings). So it is possible. I will look for an alternative. Thank you for your suggestion!
watler 18 Oct, 2024 @ 8:35am 
do you reckon there could be a way to have a non-hugslib version? most people are now moving away from it
wowhvb  [author] 17 Aug, 2024 @ 12:01pm 
Thank you @watler! I do not use many mods myself so I much appreciate contributions regarding compatibility with other mods.
watler 16 Aug, 2024 @ 4:19pm 
VREA_CombatIncapability,VREA_SolarFlareVulnerability,VREA_EMPVulnerability,VREA_FireVulnerability,VREA_RainVulnerability,VREA_SlowRAM,VREA_FastRAM,VREA_ColdEfficiency,VREA_LowPowerMode,VREA_HighPowerMode,VREA_Uncontrollable,VREA_AntiAwakeningProtocols,VREA_EmotionSimulators,VREA_PresenceFirewall,VREA_ZeroWaste,VREA_ExtraWaste,VREA_SelfRecharge,VREA_MemoryDecay,VREA_SleepMode,VREA_MechlinkSupport,VREA_NeutroSynthesis,VREA_SolarPowered,VREA_ClearInstructions,VREA_SelfDestructProtocols,VREA_AptitudeIncapable,VREA_AptitudeBasic,VREA_AptitudeIntermediate,VREA_AptitudeAdvanced,VREA_AptitudeExpert

this doesn't include the ones added by alpha genes which i just removed with cherry picker, if theres any i missed feel free to comment. for the developer, Id suggest just ignoring any gene starting with VREA_ or including a blacklist by default
watler 16 Aug, 2024 @ 4:19pm 
it looks like when they get any VRE Android genes, it functionally turns them into an android, which then can't die from blood loss despite it still being "blood" (and it saying bleedout in 0 seconds). For anyone interested, here is a list of the android genes defnames you can copy paste into the blacklist: VREA_Hardware,VREA_Subroutine,VREA_MemoryProcessing,VREA_Power,VREA_JoyDisabled,VREA_BeautyDisabled,VREA_ComfortDisabled,VREA_OutdoorsDisabled,VREA_DrugDesireDisabled,VREA_RoomSizeDisabled,VREA_PainDisabled,VREA_SyntheticBody,VREA_NeutroCirculation,VREA_SyntheticImmunity,VREA_ComponentFreezing,VREA_ComponentOverheating,VREA_ColdTolerant,VREA_HeatTolerant,VREA_NoSkillGain,VREA_Uninspired,VREA_PsychicallyDeaf,VREA_MentalBreaksDisabled,VREA_PsychologyDisabled,VREA_SyntheticSkin,
rex6564 3 Aug, 2024 @ 10:48pm 
nice
wowhvb  [author] 12 Jul, 2024 @ 7:12pm 
Yes, that's what those 3 groups try to do.
PHCGamer 12 Jul, 2024 @ 11:46am 
Just read that comment, but to double-check if I understand, the 3 groups are to have different chances to gain different amounts of mutations?
wowhvb  [author] 11 Jul, 2024 @ 8:31pm 
Sorry, not second last but third last. At the moment, the last page is 8, the explanation can be found on page 6. Cheers!
wowhvb  [author] 11 Jul, 2024 @ 8:30pm 
You can find a more detail explanation at the second last page of the comment section. Hope it helps!
PHCGamer 11 Jul, 2024 @ 11:53am 
Yep. Not really sure what the 3 groups are, though.
wowhvb  [author] 10 Jul, 2024 @ 11:13pm 
So after your modlist got sorted properly, could you find the mentioned options?
PHCGamer 9 Jul, 2024 @ 2:05pm 
Turns out that for some reason sorting my modlist sent hugslib into the middle of the list instead of near the top with other library mods
PHCGamer 9 Jul, 2024 @ 2:03pm 
For that matter, I can't find the options for this mod in-game at all.
PHCGamer 9 Jul, 2024 @ 1:34pm 
I couldn't find the option in mod options. Where is it?
wowhvb  [author] 8 Jul, 2024 @ 7:55pm 
@PHCGamer By rate, did you mean the chance to get a mutation? If so, that option is already there. If not, please explain what you meant by "rate"!