RimWorld

RimWorld

Gene Tools - Forked
37 Comments
nero115935 13 Jul @ 4:10am 
need 1.6 please
tinywhitecat  [author] 1 Jun @ 5:08am 
released shaders thing, seems good
miniusAreas 30 May @ 3:39pm 
excited for head shaders fix
tinywhitecat  [author] 21 May @ 6:46pm 
@ozeola1 Was caused by a bug in this mod, now fixed.
The stuff about editing the DLL from the old mod doesn't apply anymore, I rewrote everything anyway. There is an ingame setting to disable all the apparel fitting checks though

Also have a tentative fix for HAR head shaders, just need to test further and will release that
ozeola1 21 May @ 3:44pm 
How to edit the mod? Which app i need to use to open Dll file or something? Mod wiki page is absolute BS for those who doesn't know much.

The mod doesn't allow GiantRace 1.5 to wear their clothes.
tinywhitecat  [author] 4 Feb @ 5:45am 
forgot about it. I'll take a look some time soon
miniusAreas 30 Jan @ 5:59pm 
any news on the head shader bug with HAR? Not impatient, just curious.
蓝鱼 3 Dec, 2024 @ 9:03pm 
Is there a way to change head size by genes?
tinywhitecat  [author] 30 Nov, 2024 @ 3:50pm 
range is the radius of random positioning centered on the offset coords. And an anchor only used if the headtype.narrow = narrowCrown if narrowCrown is defined
tinywhitecat  [author] 30 Nov, 2024 @ 3:37pm 
@蓝鱼 Core\Defs\Misc\BodyTypeDefs\BodyTypes.xml has the vanilla ones. Each BodyTypeDef has a list of woundAnchors. Dunno what the narrowCrown, range, or debugColor properties do, but the rest are straightforward enough.
For the Zoro mod I just copied the woundAnchors from a similar vanilla body
蓝鱼 30 Nov, 2024 @ 1:03pm 
@tinywhitecat
Where can I find an example that shows how to define wound positions?
tinywhitecat  [author] 30 Nov, 2024 @ 4:32am 
@蓝鱼 Wound positions are defined on the body type, are they not? This mod doesn't affect those all
蓝鱼 26 Nov, 2024 @ 2:08pm 
I made a custom bodytype gene,and I found that all the wound textures are on the same position,which looks wired.
tinywhitecat  [author] 13 Aug, 2024 @ 6:04am 
@TurtleShroom I changed the code to make that mod unnecessary. Non-standard heads wearing hats is allowed by default, unless enabled with GeneToolsHeadTypeDef.enforceHelmets
TurtleShroom 10 Aug, 2024 @ 6:21pm 
Great work! I am so glad that you finally added the Humanoid Alien Races Mod fixes into the main Mod!

There is also a Mod that added some fixes to the original Gene Tools Mod here: https://www.steamcommunity.com/sharedfiles/filedetails/?id=2968173661 .
tinywhitecat  [author] 20 Jul, 2024 @ 11:16am 
FemaleBB and save/reload issues should be resolved. I forgot about femaleBB existing.
@Halicade Made the fixChildBody change as well. If you're curious about the bug, 1.5 spaghetti calls Notify_LifeStageStarted on all pawns when you load a save via the addiction tracker. Probably a bug \_( ' n ' )_/
Halicade 19 Jul, 2024 @ 1:20pm 
Because I wanted to. Anyway, was curious and this actually affects all body types, thin, fat, and hulk go back to the standard body upon reload.
NuanKi 18 Jul, 2024 @ 10:20pm 
why would you need a female body on a male or viceversa?
Halicade 7 Jul, 2024 @ 7:05pm 
Hello! Have an issue while this mod is active. If a male pawn has the female body type or vice-versa (given through pawn editor or whatever), when you save and reload, the pawn reverts to their original genders body shape. I tried activating all 3 of those bypass and disable transpile settings but it was still happening.
Unfortunately not sure what's in your code that's causing it. Didn't see anything amiss.
On a totally unrelated note, that GtFixChildBodyOnLoad could probably be rewritten to check if the pawn is a child first, before even navigating the pawns genes.
Ra1dzin 1 Jun, 2024 @ 1:58am 
I agree with the last comment about the break bb bodytype!
kishkuma :steamthumbsup:
kishkuma 20 May, 2024 @ 6:59am 
This update seems to break vanilla apparel on FemaleBB Bodytype Support; pawns with that body won't equip torso items and generate without torso gear. Items can be equipped via Character Editor and look/work fine. I assume this is a consequence of the changes you just posted about.

I didn't entirely understand your post, not being a mod developer... is it this mod or FemaleBB Bodytype Support that needs to be updated to fix this? Thanks for your work!

( Hugslib log on the off-chance it is helpful in this situation: https://gist.github.com/HugsLibRecordKeeper/6cbff06f32f5c0c616ebbac272499238 )
ailk97 17 May, 2024 @ 8:51am 
thanks for update
👍
tinywhitecat  [author] 16 May, 2024 @ 3:12pm 
I just pushed a *majorly* breaking update to fix it @ailk97
Apparel is no longer patched by this mod to support vanilla bodies! Instead, they are implicitly whitelisted for all apparel unless it has a 'Forced body types'.
This means if you're patching apparel now you need to add GeneToolsApparelDef yourself! And you ~might need to check if the extension was already added by another mod first for each apparel.

This sucks, but patching existing apparel causes the extension to duplicate on apparel that uses inheritance. I haven't tested it, but the same problem might happen if two mods independently add the extension, so it may be necessary to use conditional patches to add them first. I'm really going to need to make full documentation on this if I can't come up with a better solution
ailk97 13 May, 2024 @ 1:20pm 
Hi, i think i found a bug. I wrote the patch for power armor correctly, but its still doesnt fit, this thing happen only with armor and royalty apparel, other vanilla apparel patched and fit.
https://imgur.com/SBUcEXJ
tinywhitecat  [author] 16 Apr, 2024 @ 1:00pm 
I'm honestly surprised this 'mostly works'. Will update this ~probably next week. Finals right now.
wolfknight 15 Apr, 2024 @ 11:27am 
This mod needs an update
Moonshine Fox 13 Apr, 2024 @ 8:37pm 
Mostly seems to work if you have a mod that needs it, but it prevents you from opening the dev commands window.
tinywhitecat  [author] 15 Oct, 2023 @ 6:51am 
Child bodies being reset on load should now be fixed. It was a vanilla failsafe - not really sure what for, but I disabled it.

In case something truly horrible happens as a result, there's a new option in the settings to fix it a less destructive way, but that will re-randomize child bodies every time you load.
Shurik1236 15 Oct, 2023 @ 1:19am 
@tinywhitecat
Sorry, I forgot the details. When loading a save during the game, the bodies added by the mod broke. The woundAnchors settings in BodyTypeDef were reset, and children's body textures were replaced with normal ones. The problem is purely cosmetic and was solved by resetting a set of genes.
tinywhitecat  [author] 14 Oct, 2023 @ 1:11pm 
@Shurik1236 I'm not aware of what you are referring to - this mod doesn't actually have any code that affects gene graphicData rendering. I've noticed that eyes don't render in the correct location when a pawn has a modified body size, but that's a vanilla issue
HIM 13 Oct, 2023 @ 10:17am 
you are a saint, that HAR compatibility is essential
Shurik1236 11 Oct, 2023 @ 5:35am 
Have you fixed the incorrect display of eyes when loading a save? When you first load everything is fine, but if you load a save, they shift.
CTH2004 9 Oct, 2023 @ 4:53pm 
thanks! So, eventually the other one will be outdated?

If so, will probally just migrate on over to this one (:
tinywhitecat  [author] 9 Oct, 2023 @ 3:55pm 
Most/all mods for the original Gene Tools will work with this unless they intend for some helmets to be unequippable (I'm not aware of any mods like this). That feature still exists, it just has to be specifically turned on in this version.

That is the only intended change to existing Gene Tools features. It's possible some extreme edge cases involving other C# mods will be handled differently, as I changed some of the backend.
This mod also adds additional features that may be depended on by new mods.
CTH2004 9 Oct, 2023 @ 3:34pm 
okay. But, ultimately, if a mod says it needs this one (the forked), it should work on the other? Or the others work on this one? Thanks (:
tinywhitecat  [author] 8 Oct, 2023 @ 10:07am 
If you're not a mod developer, the most significant change is that headtypes don't restrict helmets by default (unless re-enabled by the gene mod)
Otherwise, there are a few new additional features developers can use, and mod compatibility is ~different. Hopefully better.
CTH2004 8 Oct, 2023 @ 9:50am 
what's the main difference between the 2 gene tools mods (The non-forked one on the workshop, not the expirmental one)?

and, if I am subscribed to one, will mods that need the other work?

Thanks!