RimWorld

RimWorld

Expanded Archite Genes
79 Comments
Alite  [author] 15 Jul @ 5:17am 
I still do not know what causes things to be forbidden when dropping like that, but as far as i can tell it's a bug related to high yield items (i.e. steel and silver) generating too much too quickly. I don't have any code that alters whether or not an item is forbidden on spawn, so I'm still not sure where the problem is coming from.

The last time it was reported, the individual removed some random genes, and that fixed the issue, but they said it didn't seem to matter which gene they removed because when they used the last gene by itself or with just a few others, the bug never popped up.
Consigned to Oblivion 15 Jul @ 3:43am 
I seem to have a very specific issue, adding the archite slaying (generic one x160%) makes all mine ores by the pawn be auto-forbidden, removing the gene with character editor immediately solves the issue.
Alite  [author] 14 Jul @ 4:37am 
That is amazingly generic. I don't use VRE Hussars, so I can't even guess what part of this mod what be interfering with whatever that mod contains.
Vampyr 14 Jul @ 1:59am 
Seems to have an issue with VRE Hussars.
Alite  [author] 21 Jun @ 5:25am 
You don't have any of the other mods mentioned in the description.
Eclipse 20 Jun @ 9:18pm 
the mod is only adding 5 new genes pertaining to either metabolism or streamlining, any idea why the rest arent showing?
Deimos kai Aischylos 21 May @ 1:41pm 
You are awesome! Thank you. I can't live without those mechanitor genes.
Deimos kai Aischylos 21 May @ 12:12pm 
No worries at all, and that makes me feel better. Was sure I was just missing something. Thank you.
Alite  [author] 21 May @ 12:11pm 
I just checked again, and apparently I managed to miss a typo when I uploaded since I made the mistake of not using one of the main EBSG mods for my testing. I'm working on uploading a fix right now.
Deimos kai Aischylos 21 May @ 11:19am 
I am at a loss, then. I've unsubbed and resubbed, I've deleted the whole mod folder. Still, it persists. It is my only red error and it didn't happen before. Ah well. No worries. Am sure it is something on my end somewhere.
Alite  [author] 21 May @ 4:52am 
I made that update a week and a half ago. If you still have the error then Steam may have decided not to update your version, so you'll have to purge the existing one to make steam redownload it.
Deimos kai Aischylos 20 May @ 7:43pm 
Shall keep a close eye for an update as I love this one.
Alite  [author] 10 May @ 4:31am 
Looks like I missed a check for making sure those actually exist. I'll have a fix out shortly.
Deimos kai Aischylos 9 May @ 7:05pm 
I second that error.
archlva 9 May @ 5:01pm 
I'm getting some new errors with the mod after the update.

https://gist.github.com/HugsLibRecordKeeper/e12fc31be03e7772831c66a656ee1ef0

Verse.PatchOperationReplace(xpath="Defs/GeneDef[defName="EBSGA_StrongArchiteEatingSpeed"]/displayCategory"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=6
Verse.PatchOperationConditional(xpath=Defs/GeneCategoryDef[defName="AG_FoodConsumption"]): Error in <match>


[Expanded Archite Genes] Patch operation Verse.PatchOperationConditional(Defs/GeneCategoryDef[defName="AG_FoodConsumption"]) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3039936922\1.5\Patches\EAG_Patches.xml
GTAVC16 16 Mar @ 1:00am 
Thank you.
Forcing a redownload has fixed it
Alite  [author] 15 Mar @ 2:39pm 
You shouldn't need to do anything to force the level to update. It should increase the aptitude same as the vanilla aptitude genes, where the base level isn't messed with but the effective level increases. If the skills levels aren't green in the bio tab, try forcing both this mod and the EBSG Framework to redownload.
GTAVC16 15 Mar @ 1:48pm 
I've just given a pawn Archite Enhanced Shooting, Melee and crafting genes.

But their skills remain at their low level. How can I force those skill stats to update?
StupidBaby 24 Jan @ 8:00pm 
@pejman lol, look up a biologist named michael levin, the machine spirit may be even more plausible than you currently think
[JdG] Pejman 24 Jan @ 4:09pm 
Yeah I had the issue out of nowhere and I run 600 mods so it took me a while to narrow it down especially since it's not even a "direct" bug and the error message didn't help beyond knowing it was related to the environmentdark nullifying genes xD. (And the patches all seem to be done cleanly which makes it even weirder).

Everyday I spend programming, the WH40K whole machine spirit thing sound more and more believable.
Alite  [author] 24 Jan @ 3:32pm 
I honestly have no clue why it would do that. I just tried it in my game and also got the error, so we may have stumbled on some weird vanilla bug. Our patches don't appear to actually be failing, but I'm going to update my files to force this mod to load after those just to be safe. Thank you for letting me know about the error!
[JdG] Pejman 24 Jan @ 3:11pm 
somehow loading this BEFORE VRE insectoid and lycanthrope gives an error about something null in enironmentdark nullyfying gene (seems fine if loaded after) took me a while to find out the issue xD
Aduro 11 Oct, 2024 @ 10:29pm 
.....Hey....Drug Blood genes. That's a fantastic War Crime Idea.....
Arieslia 11 Oct, 2024 @ 3:14pm 
imagine how terrifying someone with these genes would be for pirate factions xD
Alite  [author] 3 Oct, 2024 @ 3:34pm 
They appear at the bottom of the genes list when ignore restrictions is active as long as you have the EBSG Framework, and either the More Biotech Style Genes All-in-One or More Drug Genes.
Alex Tomiskovici 3 Oct, 2024 @ 3:03pm 
i don't know if it has been asked before but where is the blood drug genes? they still have yet to show up in my game
Arieslia 30 Sep, 2024 @ 5:44am 
makes sense. btw, i absolutely love this mod.
Alite  [author] 30 Sep, 2024 @ 5:00am 
They activate a couple seconds after spawning to avoid some weird pawn generation issues that were popping up. If you have random part removal stuff from health genes it occurs shortly after that.
Arieslia 29 Sep, 2024 @ 8:13pm 
nevermind, it just only applies after you get into the game. interesting.
Arieslia 29 Sep, 2024 @ 8:00pm 
the genes like Archite Enhanced Intellectual and the rest of that set of genes are not working at all, they don't effect passion and they also don't effect the actual level of the skills, rendering them basically a waste.
Aduro 27 Aug, 2024 @ 1:30pm 
The issue I was having is fixed.
Eng-Chasers 26 Aug, 2024 @ 10:51pm 
The unwarranted Genetic Joy happening on my game is all gone now. Thanks for the great work.
Alite  [author] 26 Aug, 2024 @ 3:24pm 
Had to rewrite some stuff and learned some weird facts, but I believe I have managed to rid the world of all these bugs. If you still get errors try unsubscribing and resubscribing to the mod then verifying file integrity, and if it still creates errors after that please let me know so I can take a look.
Alite  [author] 26 Aug, 2024 @ 1:51pm 
Guess that explains why I had stuff coded the way I did before. I'll start going through all the genes and see if I can fix the issues. Apologies for the errors everyone.
Aduro 26 Aug, 2024 @ 11:59am 
Thought it was the EBSG Framework causing the issue. But it was this gene.

Here's the log.

https://gist.github.com/HugsLibRecordKeeper/c00caf0c455be4d65d3615db6218b788 It's on loadup.
Eng-Chasers 26 Aug, 2024 @ 10:03am 
Seems like all my colonists are getting all the bonus from happiness genes.
Everyone has +20 +40 +60 mood from "Genetic Joy" with a description of this mod.

Tried deleting it with Character Editor, it comes back instantly after. Maybe the mod somehow applied all the happy genes on all pawns accidentally?
Cyanide Dreemurr 26 Aug, 2024 @ 8:47am 
nvm got the older version from github myself

just a few clarifications: I uninstalled all the other mods except this one and your other gene mods and the incompatibility report kept popping up

At first I thought the incompatibility was due to "vanilla expanded androids" but I confirmed that was not the case
Cyanide Dreemurr 26 Aug, 2024 @ 7:23am 
Now the this mod is not interacting with your other mods

could you upload the previous version or something? i wasn't having issues before this new update
Alite  [author] 25 Aug, 2024 @ 7:22pm 
In theory the issue should be fixed now, though because I'm not sure why it was an issue, there's a chance that certain genes will still not work.
Alite  [author] 25 Aug, 2024 @ 6:07pm 
Interesting. On the bright side, I know how to fix it, I just don't know why it's breaking. I'll try to have a fix out within an hour.
Dr Jimothy 25 Aug, 2024 @ 6:07pm 
Archite Wakefulness - No
Archite healing - No
Strong Archite Metabolism - Yes
Archite Speed - No
Archite happiness - no
Archite tox immunity - no
Archite Enhanced Slaying - no
Archite enhanced learning - no

I'm heading to bed cos timezones go brrr but I get the feeling that strong archite metabolism is the only one that works, and that you bringing it up means you already have an idea of what's up, so I'll leave you to it and get back to being a helpful guinea pig tomorrow :p
Dr Jimothy 25 Aug, 2024 @ 6:03pm 
Same for regular archite, and minor archite.
Dr Jimothy 25 Aug, 2024 @ 6:02pm 
It worked! But when I then tested it with major archite wound healing, it didn't work.
Alite  [author] 25 Aug, 2024 @ 5:38pm 
I couldn't use the mod to export any xenotype, even with vanilla genes, without getting errors, so I can't test it on my end. Could you try making a xenotype where the only EAG gene that is used is strong archite metabolism and let me know the results.
Alite  [author] 25 Aug, 2024 @ 5:30pm 
I'll test it, but it sounds like there's a decent chance that it's just an outright incompatibility that I wouldn't be able to fix. If I'm able to replicate the issue I'll start messing with stuff to see if I can fix it, but if not you may need to add the EAG stuff manually post-export.
Dr Jimothy 25 Aug, 2024 @ 5:20pm 
The Yttakin King xenotype had multiple other archite genes and those exported fine, including Deathless, Scarless, Greater Deathlessness and Regeneration (Big and Small), and Hemomancer (it's a funky xenotype).
It's also got genes from Outland - Genetics, Alpha Genes, VE, More Biotech Style Genes (so it's not your mods in general; it's specifically archite stuff in this mod in particular), Your Superhero Genes mod (mostly substituting for the archites), and Biotech Integration (the one that adds psycast-path unlocking genes for Vanilla Psycasts Expanded).
I've had issues before of not being able to export xenotypes but never figured out why, but memory serving me those were yet another case of me trying to make boss enemies with archite genes from this mod, this being at least a few weeks ago, with a different set of mods, and I'm someone that does their diligence in cleaning their game with integrity-fixing, mod-deleting-and-redownloading, etc between runs.
Alite  [author] 25 Aug, 2024 @ 5:04pm 
Did you test it with archite genes not from this mod? I have no clue how xenotype exporter functions, but none of the genes in this mod alter the basics of how xenotypes work. If non-BSG archite genes cause issues then you may have found a bug that should be reported to the xenotype exporter dev.
Dr Jimothy 25 Aug, 2024 @ 4:28pm 
(when using Xenotype Exporter)
Upon a lot of trial and error, I've found that xenotypes won't export properly if they contain genes from Expanded Archite Genes.
Tests:
1. A xenotype I was trying to export, the Yttakin King boss enemy, progressively removing genes from different mods. When I arrived on Expanded Archite Genes, yup wouldn't export.
2. A xenotype with only genes from Expanded Archite Genes.
3. A xenotype with a single gene from Expanded Archite Genes, plus random other genes I clicked.
I was a very silly billy and didn't collect an error log while doing this, because idk how to collect logs when you're in the xenotype creation menu and not actually in game.
For now I suppose I'll just use superhero genes instead lol.
Eng-Chasers 23 Aug, 2024 @ 8:44pm 
I think it's very likely complexity or mining yield as you suggest, since using the gene that was lastly removed before the bug was fixed as a standalone doesn't cause issue.
Alite  [author] 20 Aug, 2024 @ 2:10pm 
Honestly have no clue what's going on there since none of my mods mess with forbidding stuff. My best guess is that the game is either getting confused by how many genes there are, or mining yield somehow ended up so high that some part of the game is flagging stuff. I'm not familiar with how the game handles forbid on drop stuff, so all I can really recommend is messing with genes to find the breaking point.

If there's genes other than an EAG gene that you're adding/removing start by adding all the EAG genes back then adding the remainder one by one. When you reach a breaking point, try removing one of the EAG genes to see if that fixes it. If it does, then the number of genes is the issue, and if not then that specific gene is potentially the issue.

If it's only EAG genes you're removing, then I'm back to being equally confused.