RimWorld

RimWorld

ReSplice: Core
224 Comments
Alc 21 hours ago 
Thank you! :2016watermelon:
Cruel Moose 22 hours ago 
Whats the purpose of the weaker gravship hull? It costs the same materials but has less HP?
Zoe, the Bad Wolf 14 Jul @ 10:02am 
@Helixien
Thank you for the upgrade!!!
gunns22 14 Jul @ 8:12am 
:steamthumbsup:
メラノCC 14 Jul @ 6:59am 
THANK YOU !!!!!!!!!!!!!!!!!!!!!! I LOVE U!!!!!!!!!!!!!!!!!!!!!!!!
Helixien  [author] 14 Jul @ 5:15am 
This mod is now updated to 1.6, please report any bugs!
AlexanderHolliday 13 Jul @ 8:21am 
ReSplice will always be one of my fav mod series. Especially the Charmweavers. Thank you for this glorious creation! Ahhhhhhhhh!

Once ReSplice get's an update, and the vanilla expanded team finishes Vanilla Quests Expanded: Ancients my next adventures, WILL, BE, LEGENDARY! Your all beautiful! Your mods too! Will download again! Lexhexxers rule, and basic Bloodfeeders drool!

10/10~! And screw em` lantern heads, that are all like, "1.6 when?", "Can someone fork please?", "I need it now!". LET THEM COOK YOU FOOLS! AHAHAHAHAH! No one likes a half raw quiche, you put it back in the oven!

Really though, yours stuff is awesome, and your all golden. Thank you for so many, fun advetures. ^_^
gunns22 12 Jul @ 6:52am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Leosky 7 Jul @ 2:59pm 
@Helixien I have integarted it in my modlist for the dlc release. Will it be updated directly or we will have to wait ?
Elgate 16 Jun @ 1:15am 
Greetings,

Just a heads up, someone has taken some part of your mod and re-uploaded it in their own mod. I'm not sure if it was approved or not. Sorry for the bother and have a wonderful rest of your day

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498605357
Helixien  [author] 11 Jun @ 9:17am 
There will be no 1.6 update before the official release. Like always, "1.6 when" comments will be deleted and blocked.
BigGovernment 14 Apr @ 7:17am 
Do you have a list of what xenotypes are planned to be added?
StockSounds 8 Apr @ 6:29pm 
@JazzimoX
Did you try swapping the load order? Sounds like it'd work.
JazzimoX 8 Apr @ 8:52am 
New xenogerm does not overwrite the void touched gene. Nice.
Also, Integrated Creep Joiners does not function properly with this mod as the new creep pawns are not given void genes, ergo they have no abilities.
JazzimoX 8 Apr @ 7:58am 
If I implant a xenogerm in a void touched colonist, will they lose the void touched gene?
Also, since ReSplice changes aspects of void touched to gene stuff, Better Void Touched and Improved Void Touched do not function properly with this mod.
低熵之体 3 Apr @ 8:19am 
@Helixien Thank you very much for all the efforts you have made for this mod, but I still have a question that bothers me: since there are already genes for "Fleshcrafted Tentacle" and "Fleshcrafted Whip" in the mod, will there be genes for "Fleshcrafted Stomach" and "Fleshcrafted Lung" in the future mod production plan? Thank you!:steamhappy:
[RTB] Sarianos 1 Mar @ 2:24am 
@Helixien Would you be willing to consider implementing the features of or providing permission for support from Leoltron's Gene Bank Indicators mod?
StockSounds 19 Feb @ 8:10pm 
You almost had me disappointed that I couldn't add the Dark Archites in the editor before I saw the settings.
Look, matey, there's a reason for the Ignore Restrictions button, just saying. :mirosbird:
BigGovernment 10 Feb @ 6:30am 
Thanks for the quick response. Love your work!
Helixien  [author] 10 Feb @ 12:20am 
Once VE medieval 2 is release the coder is free to tackle the list of bugs that’s needs fixing. Orcs will be in the update with the bug fixes.
BigGovernment 9 Feb @ 6:16pm 
@Helixien when did you plan on adding the minor xenotypes (orc, etc)?
B.I.G German Guy 9 Feb @ 6:41am 
i cant add the genes in the prepare carefully menu
Clearwater 8 Jan @ 5:15pm 
Gene vaults are causing issues for me - cannot load the inspection panel, throws a NullReferenceException, object reference not set to an instance.
I have Gene Extractor Weights mod installed, I'm wondering if that is the case
Eclair 4 Jan @ 8:12pm 
Shape flesh gene was normally extracted by gene extractor. wtf.
Onikage-056, God of Animatronics 20 Dec, 2024 @ 9:11am 
@HighKingRoku
Dark Archite Genes never show in the xenotype editor. They can only be obtained reliably by harvesting them from a pawn that already has them, usually a hostile cultist.
HighKingRoku 8 Dec, 2024 @ 7:33pm 
For some reason the Dark Archite genes aren't showing up in the Xenotype editor.
Sailor Christy 1 Dec, 2024 @ 10:53am 
I'm not sure if the mod is causing it, but I can't do a Philophagy (base Anomaly DLC) ritual. It says I don't have the research completed even though it's complete at 30/30. Can I turn off the Anomaly mod options and just keep Biotech?
NastyMoose 20 Oct, 2024 @ 9:42am 
more darkarchite?
ItsKairoKay 3 Oct, 2024 @ 8:53am 
rule 1 of rimworld ideology dlc, never never ever have your ideology be racist towards other xenotypes
MrUglyFace 2 Oct, 2024 @ 2:10pm 
I figured it out. It’s not letting me because I have preferred xenotypes, which is super annoying because they don’t change the xenotype. It’d be nice if this was changed, because not being able to inject them because of xenotypes preferences that don’t change is dumb
MrUglyFace 2 Oct, 2024 @ 1:04pm 
I can’t inject voidspikes, it says ideology forbids, but nothing in my ideology should be forbidding it. I do not have flesh purity meme
Taylor7500 10 Sep, 2024 @ 11:31am 
Are creepy joiners meant to have the gene of their particular bonus? If so, mine aren't. I'm getting creepy joiners of all sorts of xenotypes (mostly big and small, one VRE wolfman) but none of them have the gene.
LouIdZarcs 9 Sep, 2024 @ 11:01am 
conflict with "[BT] EyeGenes2 | Base" and "Big and Small - Genes & More" two mod for error "Void touched"
[JdG] Pejman 8 Sep, 2024 @ 12:52pm 
this mod does changes to the voidtouched heddif which may break other mods referencing the hediff
Yekaterinnani 5 Sep, 2024 @ 1:21pm 
Hi, there is a problem with a patch of "Void touched"

Log: https://gist.github.com/HugsLibRecordKeeper/39cca247c3eb10b8cbf3e95fe4e3bb65
Myphicbowser 4 Sep, 2024 @ 10:13pm 
@Wreive There is, its in the mod settings
Wreive 4 Sep, 2024 @ 6:45pm 
Is there a way to make the creep genes (like psychic slaughter) show up in the xenotype editor?
Naraxa 23 Aug, 2024 @ 9:54am 
Now that VRE Insectors is out, have you considered adding your own geneline evolutions and degrades to their geneline evolution system? Or are your priorities elsewhere currently?
Jack Niggleson 17 Aug, 2024 @ 4:02pm 
I don't know if this is intended, but the dark archite genes being xenogenes and not endogenes will add them to the list of genes that a sanguophage implants if they get one (instead of overriding them), e.g. if you use a sanguophage for the void touched ending that sanguophage can now confer the void touched gene on all your other colonists (albeit slowly) by implanting them. You can actually collect all the dark archite genes in one sanguophage with zero biotech machinery involved, just by implanting successive creepjoiners until the last implantee in the genetic circlejerk winds up with every dark archite power.
AJarOfDirt 12 Aug, 2024 @ 10:01pm 
Why do the sliders in the options menu not use whole numbers?!
NastyMoose 10 Aug, 2024 @ 9:54pm 
will this be updated
evilskull 10 Aug, 2024 @ 10:07am 
i have noticed a problem with the biotech cloning mod and incompatibilities
永恒常量 10 Aug, 2024 @ 4:37am 
Can you make it compatible to Gene Bank Indicators?This mod allows the indicator light on the gene bank to reflect the inventory level
Sm4Ck 31 Jul, 2024 @ 8:50am 
I managed to get Shape Flesh form trader it was in genepack with 2 other vanilla genes. Is it a bug? because according to the description they should only be available to get by Archite Harvast ritual from a pawn that has them.
性感蛤P在线打枪 30 Jul, 2024 @ 2:19pm 
Great work for the mod, but wondering if the patches for Voidtouched HediffDef are necessary.
Patches remove status, ability, hair color and grey eyes lines from HediffDef, and move them into GeneDef, making some of these details showed in gene info. However, these patch operations will cause conflicts with other mods trying to deal with original Anomaly Voidtouched HediffDef, such as Simple Texture Tweaks which removes grey eye texture by replacing renderNodeProperties.
Tested by disabling Anomaly-Basic.xml Voidtouched lines and removing duplicated lines in Hediffs_Various_Anomaly.xml, things work fine except those status won't show up in gene info. So, when there is an additional line tells that Voidtouched Hediff would be added by the gene, it might be better to leave original Voidtouched HediffDef alone there, to avoid conflict problems.
Octo Wiz 26 Jul, 2024 @ 11:21am 
Is there any fix to the xenogerm duplicator sucking up all the archite capsules and not counting them towards your inventory? I don't see a way to get them out of it either without deconstructing it.
Zaire82 15 Jul, 2024 @ 1:08am 
Have to say, lost opportunity to call dark archite "Darchite" instead.
I'm blind as ♥♥♥♥ 5 Jul, 2024 @ 9:39pm 
Weird interaction but last time i tried to extract a dark archite the ritual kept getting canceled saying i had not enough shards, when the pawn in question had more than enough (3 in hand and 3 on the floor from a previous attempt)
TheBronzeWarrior 4 Jul, 2024 @ 10:18am 
@Macky theres an Eject Contents button in the vanilla game
prfella 2 Jul, 2024 @ 9:17am 
Getting a voidtouched patch failed error:

ReSplice: Core] Patch operation Verse.PatchOperationSequence(count=6, lastFailedOperation=Verse.PatchOperationRemove(Defs/HediffDef[defName="VoidTouched"]/renderNodeProperties)) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3236303965\1.5\LoadFolders\Anomaly\Patches\Anomaly-Basic.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)