RimWorld

RimWorld

Force Xenogerm Implantation
27 Comments
Cyber  [author] 27 Jul @ 8:33pm 
@Ferpo11 You're not the first person I've seen requesting that feature. I'll look into it. It's just slightly out of scope of what the mod currently does but hopefully wouldn't need too much more code to implement.
Ferpo11 25 Jul @ 3:57am 
Is it reasonable to ask if it's possible to add forcing implantation from one prisoner into another prisoner? I have deathrested Sanguinophage prisoners that I would like to spread to other prisoners!
Renzor 20 Jul @ 8:37am 
thnx
ASS 15 Jul @ 8:34pm 
but... it only works on prisoners. why not on downed hostiles?
ASS 15 Jul @ 8:29pm 
thx for the fix
ASS 15 Jul @ 8:29pm 
interesting, huh? it is so ridiculous that i thought they will fix it in next patch. but it is 1.6 now and still is not fixed.
Selen 16 Jan @ 6:01am 
"My religions says no".
"Sure, buddy".
*Euthanize by cut*
A pissed off turtle 29 Sep, 2024 @ 11:53pm 
Works perfectly. Crazy that we even need this... Not being able to force implantation on prisoners may as well be considered a bug with the base game, considering we can do literally anything else.
TheLastThrumbo 29 Sep, 2024 @ 10:30pm 
Works just as intended! Thanks for updating!
Sumatris 2 Sep, 2024 @ 5:32am 
@Cyber: Thanks for the explanation :-). I own all DLC, so I guess I really was just lucky to never encounter an ideo that has issues with xenogerm implantation. Should this change one day, I now know where to look for a solution :-).
Cyber  [author] 1 Sep, 2024 @ 12:12pm 
@Sumatris Unless an update came out that changed it, prisoners and slaves with an Ideology that forbids other xenotypes (technically their ideo would have "prefered" xenotypes which effectively forbids anything outside of that) then it would prevent you from ordering the surgery and from implanting your genes via the archite gene. Perhaps you've been lucky and always had prisoners without an ideo restriction. Or if you don't have Ideology then it probably wouldn't apply to you.

It's been a little while since I played RimWorld now, so my memory on the exact situations allowed and disallowed is a little blurry. But I know for a fact it would prevent me from implanting xenogerms on some prisoners due to their ideology beliefs.

And this mod fixes that to where you can order it anyway, regardless of their beliefs. Because RimWorld.
Sumatris 31 Aug, 2024 @ 2:27am 
Maybe I'm missing something, but what exactly is this mod for? I've never had problems implanting xenogerms into prisoners, it works just like with colonists. I always do it before I recruit them to save a bit of time.
Ikanam 7 Aug, 2024 @ 7:08am 
just remember to also get no version warning from mlie aswell
Ikanam 7 Aug, 2024 @ 7:07am 
@LaughingCow i think this mod is what you're looking for https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898282983
LaughingCow 24 Jun, 2024 @ 7:26pm 
I would be interested in an option for the mod (or another version) that allows implanting anyone with genes.

In one of my runs I use preferred xenotypes, which I like the social effects of, but in my mind given almost all xenotypes are based on endogenes (inheritable by their children, perpetuating the xenotype), adding an enhancing xenogene like Ageless shouldn't suddenly make a Waster/Yttakin/Pigskin not a Waster/Yttakin/Pigskin.

This also matches give the game doesn't remark a pawn as being your custom xenotype just because you implant them with matching genes -- after all, their children wouldn't have those genes.

In my theme run it'd make more sense that only preferred xenotypes get (non-germline) enhancements like Ageless, or even Super-Immunity.

Anyway, just a vote for adding such an option! Thanks for updating this one to 1.5!
Paizuri-Chan 6 Jun, 2024 @ 6:26am 
Ha good! I was feeling so bad being unable to force dirty prisonners to get new genes.

We can butcher them
Sell them
Hire them as slaves

But we can't do genetical experiment lol.

But to be honnest, this should require a base game update instead of a mod...

I mean you have mood debuff in case you're not doing the things are they're supposed to...

So there's no need to forbid anything... If you force, then assume the mood debuff. That's all.
Yomi Darnes 5 Jun, 2024 @ 2:43pm 
My English seems good because I'm checking the message 15-20min before sending it, that's why I say it's hard for me...
And yes, I have used dev mode to edit ideology, but I wanted to maintain this religion of crazy people who consider themselves the master race, although with access to genetic (and mechanical) improvements. Basically, something similar to "Upgrade Predator", from The Predator (2018) (dishonorable "race" in Predator lore, but interesting outside of it)
Cyber  [author] 5 Jun, 2024 @ 1:35pm 
For what it's worth, your English seems quite good.

But the preferred xenotypes in your ideology are definitely your problem. I also used to run preferred xenotypes with one of my colonies. It's really a hindrance more than anything, but it's an option for some more immersive roleplaying. I eventually removed them via dev mode because it just wasn't fun.

If you're not against using dev mode yourself, it's really easy to remove those preferred types from your ideology.

* Just activate dev mode within the pause menu->options->general settings
* Return to the game and enable God mode (small icon at the top that resembles a face)
* Open your ideology screen where you view your ideology's precepts and other details
* Enable "DEV: Edit mode" at the top right by clicking the red 'X' to the right (it'll turn to a green checkmark)
* You can then scroll down, click the preferred xenotypes, and select remove
* Go back into the game options and disable dev mode and your done!
Yomi Darnes 5 Jun, 2024 @ 1:00pm 
Honestly, I have used the biotech genes part very little, I don't fully understand it, so I was trying to look at those things in a new game. I have an ideology with 3 preferred xenotypes, and for some reason, despite having a mod that allows for some flexibility, it does not allow me to implant anything due to the mentioned ideology, that's why I was interested in something that would remove that restriction. If it's not possible, well, nothing, I will continue looking for an alternative. Also, thanks for this mod, I suppose that, in case I don't find anything, I can temporarily enslave my own colonists to use this method.
(I would open the discussion on this, but English is not my language and it is difficult for me to write messages that can be understood)
Cyber  [author] 5 Jun, 2024 @ 12:34pm 
I'm fairly certain it's possible to force xenogerm implants on anyone. However, that's outside of this particular mod's goal, and I opted to update the workshop title to better indicate that.

I may look into creating a separate mod that completely ignores ideology and allows implanting on anyone regardless of relation to the colony, but please understand it's not a high priority right now.
If you want to open a discussion, I'd be interested in getting a poll on how many people would actually be interested in such a mod. Everyone interested could just leave a quick comment stating their interest.
Yomi Darnes 5 Jun, 2024 @ 11:47am 
I understand, I thought it was for any pawn...
I guess I'll have to put someone in prison so I can implant fun things in them... and couldn't you make it applicable to anyone?
Cyber  [author] 5 Jun, 2024 @ 11:15am 
@Yomi Darnes, it checks if the pawn is either a slave or prisoner of the colony. If so, you should be able to implant a xenogerm surgically or the "implant xenogerm" ability via the archite gene. Guests and other visitors, including hostiles who aren't imprisoned, will still refuse.

Admittedly, my testing for this was miniscule. I mostly made sure no errors were thrown at startup, but I'll do some more thorough testing once I get some time.
precious 5 Jun, 2024 @ 10:23am 
@Cyber oh yeah, that one is the closest to what I wanted. Anyway, glad you decided to have a look. Lmk if you end up making an updated version please. Cheers!
Yomi Darnes 5 Jun, 2024 @ 8:38am 
Does this apply to non-slave pawns? (It does not work for me)
Cyber  [author] 5 Jun, 2024 @ 8:14am 
@precious Oooh, that's a good one. I was looking for something like that a while back. I use Random's Gene Assistant which Zed's mod there has a patch for. Yeah, I'll see what it takes to update that one, too.
precious 5 Jun, 2024 @ 6:50am 
@Cyber you're doing god's work here, this is very much appreciated

Any chance you could fork another one of Zed's mods - Gene Collector QoL ?

I've looked through the entire workshop and haven't found anything similar
d_valroth 5 Jun, 2024 @ 2:33am 
"Welcome to our terror dungeon, we're going to mutate you just because it is a crime against humanity."

"That is against my system of beliefs."

"Oh. Oh, right then, off you go! Good thing we weren't planning an organ harvet, eh? Eh?"