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If I were to guess, I would say the most likely culprit being the xenotype data file stored in Rimworld by Ludeon/Xenotypes being corrupted, which I recall having to delete manually before remaking my "Yttikin" replacement for "Yttakin".
EDIT - And apparently yet another drawback. Every time you want to load your save file, you will have to first go into the mod options, edit the the custom race, add back the gender flags because they somehow still get lost, then rename it so it saves as a new version (so we'll go with Yttikin this time) and delete the existing one in order for it to continue working..
One can cheese it, but to avoid issues one first has to:
Deleting the Xenotypes folder in the Rimworld by Ludeon Studios folder (User Files/App Data/LocalLow)
Open XSC's options, and use Editor tab to create a new xenotype by loading the original (Yttakin for example), making changes adding gender flags and saving as a similar name(Ytterkin).
Use Faction tab, and move the slider for Yttakin Pirates to 100% of the new version.
@TheSevenSins - In theory you could use the method above to create new versions of modded xenotypes, assuming they show up as an available faction to screw around with (you will need both mods)
The drawback is these xenotypes will not have the originals info in game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3254345251&searchtext=export
It allows you to export patches of xenotypes, making them load instead of the original
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891975564
It allows you to change which factions use which xenotypes and at what percentage - even works with custom xenotypes you create in game. So you can create your own custom versions of impids, yttakin, etc and use that mod to have factions use your custom xenotypes instead of the vanilla ones. I haven't tested this but might be worth a shot
But i have a question, is it possible patch original xenotypes?
I want to make some original xenotypes, for example yttakin or impid, have more sexual dimorphism.
I know how to add or remove genes to xenotype with xml patch file, but what i should add to XenotypeDef, to define which gene for male or femal? Of course, if that's even possible.
Unfortunately, this only appears to apply to custom xenotypes, and won't let me overwrite the vanilla Ytterkin :(
One adjustment I might suggest is making the highlighted flags more intense. I could barely see that green aura at first, and thought the mod was broken :/
devs need to release a big mod friendly update to give u guys more power
I just did some more testing and it seems only some cosmetic genes are unaffected by this mod (not an incompatibility issue, just genes ignoring whether or not they're overridden in the base game). Body type and hair color seem to be examples of this. I thought i had fixed that, but it seems it only works for some cosmetics like cat/pointy ears. i didn't look too deep into it, so i don't know what the issue is and my todo list is currently quite long unfortunately.
As for your modding question: the game treats modded xenotypes and custom xenotypes as different things. the notation in xml is the same, so if there was a way to do this you'd have it figured out correcty, but since the game loads modded xenotypes using a different function that this mod doesn't patch it won't work. This is also on my todo list, but as i've said, it's long
I again apologize for the useless report, thank you for your patience and wish you a nice rest of your week.
Feel free to tell me should you require additional information or testing from me.
I just tested it in 1.5 with no mods except harmony and gendered genes installed and it worked fine. What i did: Created new Colony with new Xenotype that had assigned genders to several genes and started the game. Saving and loading also worked. can you try disabling other mods to see if the issue persists? does the game produce error logs when starting the game (going from pawn selection to in-game)?
In the editor everything works but once in game, the characters are recast and mix the male and female attributes
And I do plan on not reuseing too much of the code (only times I’ve done that is a direct port, and a patch that was so simple it’s only got a few methods of doing it…)
I always try to look at how it was done, and then try to use the knowledge, so I understand the “why”. And will do! Thanks!