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It's genuinely one of the most important mods for biotech
I've long wanted to realize one narrative scenario about a hemophage patriarch able to create different servants from his genes. Mod "Cyanobot's Genes" - exactly has an option to create a custom gene implanter, for different xenotypes.
The only limitation is that you need a xenotype from the mod, not a saved one.
And unfortunately, I have not been able to make my own according to the guide. A couple of wrong symbols in the code and my homemade xenotype is simply not recognized by the game as a mod...
Now with the automatic creation of mods to custom xenotype all works.
"Smart genes"
converts the name of the trait to format example: "Fast_Learner" in the editor. Unknown format in the .XML file.
and something seems to be messing with that
the genes are saving correctly, but specificaly the information of the gendered genes mod isnt saved, if i ever export a xenotype with gender specific genes, that information is not saved, and if i ever load the exported xenotype it will appear as if it werent gender specific, i doubt it is a bug, cuz this mod isnt exactly famous, so they probably didnt even think of actually having a way to save that info, i cant really blame them for not knowing it
Look at Outland - Genetics used a base Xenotype (XenotypeDef_Base) for the goblins to get the acension to work.
I had a similar issue removing Acension from the Goblin genes (it was causing my goblins / hobs / orcs to have genes I removed).
If your genes are not saving it's probably because they are getting overwritten by some kind of previous forms genes.
If you're making them from scratch try doing what outland does and make a Base Xenotype first.
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.
Perhaps grabbing and using those genes yourself, you might see something I'm not.
Fantasy Goblins (updated) none of the genes with 'goblin' in the name played nice.
Dwarfism from Stoneborn also had to be taken out, but other pawn size genes work.
I also had to remove 'elven ears' and 'white skin' but I don't know which mods those came from.
Copying to the clipboard doesn;t work either?
If so, try deleting the local mod, unsubscribing from this mod, and resubscribing once you ensured Steam cleared the files from your computer.
If that doesn't work, I'm out of ideas; fortunately, writing xenotypes in XML is just listing gene defNames surrounded by <li> tags, it's far from difficult.
In the Xenotype editor, you will find the "Export Xenotype" button. Click it, input a description, then "Export to local mods folder". The xenotype will then be added to a local mod - not this mod, another mod, that this exporter generates on your computer. You have to turn that mod on to see your exported xenotypes; perhaps that is your issue.
This mod's code generates the xenotype by creating XML directly, instead of creating an XML-structured string like in the DebugTools you pointed out, so it's a different but very neat approach.
Some testing, and then I'll release that feature.
.Append($" MayRequire=\"{geneDef.modContentPack.PackageId}\"")
This adds MayRequire entries on the exported xenos which in turn means the game will transparently and dynamically just not load any genes you don't have available in your game which is by far your safest option and minimally invasive
Currently, the local mod this creates may contain 20 different xenotypes that use genes from many different mods, not all of which may be loaded. As a result, these xenotypes will throw red errors and not be loaded.
The options are:
1. Don't touch anything.
2. Make the game only load xenotypes if all mods that they use genes from are loaded. Let's say you make a xenotype using genes from Alpha Genes and VRE Highmates, it would only be loaded if both these mods are on. AFAICT this would be the same as currently, except no red errors and slightly faster load times.
3. Make the game load xenotypes by removing genes from them that are from mods that are not loaded. Let's say you make a xenotype using genes from Alpha Genes and VRE Highmates, but only Alpha Genes is active, the xenotype would be loaded without the genes from Highmates. This could lead to xenotypes with unintended metabolisms.
Thanks for getting us a substitute for the OG.
Hope that if any bugs appear the community can fix them, this mod is a godsend.
漆黑之梦, I recommend ILSpy, it lets you turn a .dll file into the source code for it. Some languages can't really be decompiled but C# is fine with it.
Question: should we delete our existing local xenotype storage folders before using this?
I have been wanting to update this mod to 1.5, but I can't reach the author and can't find its source code.
Visual Studio is indeed black magic.