RimWorld

RimWorld

[1.5] Custom Xenotype Exporter Tool
50 Comments
JD995 12 Jul @ 11:19pm 
@FirePlox @Sylas @Booklat1 the mod works in 1.6 without any issues, I'm currently using it and I can confirm that there's no bugs.
FirePlox 12 Jul @ 3:09am 
1.6?
Sylas 7 Jul @ 8:25am 
1.6 plz
Booklat1 5 Jul @ 3:39pm 
Hey, any chance this mod is getting updated to 1.6?

It's genuinely one of the most important mods for biotech
cap_wacky 16 Jun @ 1:33pm 
I am also experiencing the issues exporting metamorphing / retromorphing from big and small genes. Notablely the similar morph functions from VE Lycanthrope are working.
dragonkin877 3 Jun @ 8:23am 
for some reason it just stopped working and now it says it cant find the mod folder.
kintyj1324 2 Jun @ 12:30pm 
It worked 5 times and now it refuses to export anything anymore. Dosent matter if I restart the game, my PC, nothing works.
Niniisan Of Waterdeep 29 May @ 3:47pm 
@UyTheo I have the same problem. Did you find a fix?
UyTheo 10 Apr @ 2:46pm 
For some reason, exporting anything that has a morph gene (metamorph/retromorph/ect), will not export the xenotype - like the xenos from big & small xeno-insectoid hive. Oddly it does let you export as a patch.
HoNkZeE MaKaRa 19 Feb @ 8:43pm 
Can we have an "export all" button? If not, it's alright! Thank you for this mod ^^
Mododel 26 Jan @ 12:12am 
Thanks for this handy mod!
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.
tailinnickson 13 Nov, 2024 @ 4:31pm 
For some reason some of my custom won't load does is the mod incompatible with some gene mods
Paladin Ranty 14 Oct, 2024 @ 2:17pm 
Okay, so I figured it out, and Im able to change the xenotype spawnrate for a faction to my custom ones, however, when I loaded up a game, it didnt work. How do I apply the new changes to the factions?
Paladin Ranty 12 Oct, 2024 @ 3:58pm 
How do you find the export folder for your custom xenotypes if you Export to Mod Folder
Pickl'd Icecream 5 Oct, 2024 @ 4:23pm 
any gene with an underscore instead of a space seems to throw the game for a loop.
"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
Omanpq 1 Sep, 2024 @ 5:13pm 
@Kasa

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
Kasa 1 Sep, 2024 @ 4:07pm 
@Omanpq

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.
Omanpq 1 Sep, 2024 @ 2:31pm 
Im trying to make a bug hive with a castes system using the Outland - Genetics ascension genes, and Metamorphosis and offspring genes from Cyanobot's Genes to help simulate an ant like hive, where the males just breed and die, and the females do all the work using the Gendered Genes mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3102649632 ), however, whenever i export a xenotype that has a gene that has been marked to only be applied to a specific gender, that information is not actually saved, even if i use it in a vanilla gene, i have even tried to manually add it to the xml, but it still didnt work
Dr Jimothy 25 Aug, 2024 @ 4:26pm 
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.
Kasa 24 Aug, 2024 @ 4:37am 
Is there a way to let over written default xenotypes also changing the icon and description of that xenotype?
Visoth 6 Aug, 2024 @ 9:54am 
Thank you for updating this mod! It helps me so much.
'atrick 11 Jul, 2024 @ 8:58pm 
Alright author, I found what was causing the issue for me atleast. It was Expanded Biotech Style Genes, any gene from that doesn't let you export the xenotype to the folder for some reason it's very odd.
'atrick 3 Jul, 2024 @ 2:12pm 
The only working thing other than creating the export folder is replacing an existing xenotype with a patch.
LoboOscuro 2 Jul, 2024 @ 3:02pm 
no errors at all, that's the frustrating part. It either works when you click the button, or you click and...nothing happens. I'm sorry I can;t be more helpful in that.

Perhaps grabbing and using those genes yourself, you might see something I'm not.
Metalocif  [author] 2 Jul, 2024 @ 2:58pm 
Okay, any error messages?
LoboOscuro 2 Jul, 2024 @ 1:59pm 
Alright well I rummaged around and was able to get all my xenotypes exported, the issue is a few certain unassuming genes. 2 of which I know the mods they come from.
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.
LoboOscuro 2 Jul, 2024 @ 10:22am 
I'm having the same issue as FirePlox, sort of. I was able to export my first custom xenotype perfectly and could then use it with the faction control. But now I can;t export any others, it's like if you've done one, you can;t do anymore through that method?

Copying to the clipboard doesn;t work either?
FirePlox 29 Jun, 2024 @ 3:59am 
Doesn't work still. Its like I cannot click the "export to local mods folder" button
FirePlox 29 Jun, 2024 @ 3:20am 
Yes Im looking at the path you ' ve provided. Im going to try to do the unsub method.
Metalocif  [author] 29 Jun, 2024 @ 3:17am 
Are you looking at the right filepath, "RimWorld\Mods\ExportedXenotypeStorageModFolder\1.5\Defs\XenotypeDefs"?

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.
FirePlox 29 Jun, 2024 @ 3:13am 
The thing is I have the local mod enabled and when I click "Export to local mods folder" it does not create anything in that folder or subfolder "Xenotype Defs" as in 1.4 version it did that
Metalocif  [author] 29 Jun, 2024 @ 3:07am 
I find that surprising, as it works fine for everyone else, including me.
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.
FirePlox 29 Jun, 2024 @ 3:02am 
The mod is not working properly cause I cannot export custom xenotype. Ima just learn xml at this point
EvyTallWoman 25 Jun, 2024 @ 5:08pm 
Thank you!
Metalocif  [author] 15 Jun, 2024 @ 2:33pm 
Added a couple of features: modded genes will be skipped if the relevant mod is not loaded, and patches to existing xenotypes use their icon.
Metalocif  [author] 15 Jun, 2024 @ 1:28pm 
Thanks. I know about MayRequire (MayRequireNot when Tynan?), but the bit of C# to find a gene's PackageId is helpful.
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.
Taggerung 15 Jun, 2024 @ 12:33pm 
@Metalocif if you want there's code on github under MrSamuelStreamer/RPGFantasyFlavourMod in the DebugTools file which does what you need for 3 safely and easily. Feel free to thieve it. It basically boils down to:

.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
Cantaloupe The Clown 15 Jun, 2024 @ 9:41am 
oh, I'd love #3 to be added. or maybe you could add all 3 options and make it configurable, so the player can decide what they'd want to happen?
Metalocif  [author] 11 Jun, 2024 @ 1:59pm 
Would there be any interest in me adding a feature to this mod?
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.
Booklat1 2 Jun, 2024 @ 9:37am 
And here I was reverse-updating my rimrim so I could run this mod

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.
Metalocif  [author] 31 May, 2024 @ 10:37am 
No need to delete anything. You should, however, go into your local mod and change 1.4 to 1.5 in two places: the folder name and the About file.

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.
Dr Jimothy 31 May, 2024 @ 10:13am 
Thankyou. I unironically learned basic xml xenotype and gene modding for the sole purpose of it being a substitute for use of this mod and was gonna open a "xenotype modding request" group where I'd just put together whatever xenotype someone wanted with existing vanilla and modded genes.
Question: should we delete our existing local xenotype storage folders before using this?
CTH2004 30 May, 2024 @ 6:30pm 
thank you!
漆黑之梦 29 May, 2024 @ 1:33am 
Well done
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.
Psyckosama 29 May, 2024 @ 12:55am 
Sending you a friend request because I'd like to ask you some questions if I may be so bold. Basically wondering exactly how you did this.
Metalocif  [author] 27 May, 2024 @ 3:07am 
Fixed that issue, thanks for pointing it out LAZER.
LAZER™ 25 May, 2024 @ 10:10pm 
Absolute GOAT my friend! I have dying for this to be ported to 1.5. A noticeable issue/bug is that whenever exporting xenotypes it seems to save the local mod as a 1.4 instead of a 1.5 mod.
SanguinarcAQL 25 May, 2024 @ 2:14pm 
well... fuck, thanks for updating this mod, you magical french man
Metalocif  [author] 25 May, 2024 @ 2:07pm 
As per the description, it does work, as far as I can tell.
Visual Studio is indeed black magic.
SanguinarcAQL 25 May, 2024 @ 1:37pm 
Uh... you right clicked all the error until it compiled? Is that how you fix a mod? Does it ... work now??? Did you try it? If yes, that is clearly black magic.