RimWorld

RimWorld

XenoPreview
32 Comments
Unorthodox_fox 23 Jul @ 12:20pm 
just lookin back over here to check in :3 really cool to see my idea blew up, hope its not to much work on you haha a great start in your modding career
Valkyrie 21 Jul @ 12:19am 
Yeeeeesssssssss, thank you so much.
(Now all I need is a way to organize the genes and making new xenotypes won't be so slow and awful.)
CoolNether123  [author] 17 Jul @ 8:55am 
After looking into it the issue is [1.6 Fork] Xenotype And Ideology Buttons TitleScreen. The [1.5 Fork] Xenotype And Ideology Buttons TitleScreen works on 1.6 and a lot better. It seems the 1.6 fork changed its world generation code and takes longer than the 1.5 fork. I can try to make it compatible but I think it would be better if the 1.6 fork was fixed or redone.
CoolNether123  [author] 17 Jul @ 8:45am 
Looking into this
The360MlgNoscoper 16 Jul @ 4:35pm 
It doesn't work with the Xenotype and Ideology editor buttons on title screen mod. It won't preview anything.
LucidFlux 16 Jul @ 4:34pm 
Not working with "[1.6 Fork] Xenotype And Ideology Buttons TitleScreen" Pawn doesn't display and comes back with error
SC_Reaper 15 Jul @ 2:39pm 
Hmm, getting some red errors when trying this mod in the xenotype creater using the main menu buttons mod. Nothing is being displayed either. Here's a log: https://pastebin.com/4EgAnEUe
CoolNether123  [author] 15 Jul @ 11:57am 
@NihilRetnar issue should now be fixed!
XSlayer300 11 Jul @ 10:27pm 
thank ya dood!
CoolNether123  [author] 30 Jun @ 10:54pm 
@XSlayer300 sorry took longer for me to get the show hide buttons going but got the update out!

@NihilRetnar I'm looking into the bug and seems to only effect the main menu XenoPreview but looking into a fix.

@Oxirane I may be able to add an ideology option for each pawn to see those restrictions. Currently it's random so selecting a certain one should work. I'm going to be making a discussion on future content updates and options. Have some ideas floating around
Oxirane 27 Jun @ 8:52pm 
Thank you so much for making this, I've wished it was a thing for a few months now and was considering learning to mod just to make this!

I do have a feature suggestion. How hard do you think it would be to also consider apparel/tattoo/hair restrictions from the active Ideology, if any? So that, for instance, pawns would render with the Ideology's preferred apparel or gender apparel restrictions.
NihilRetnar 23 Jun @ 9:41pm 
I don't think this is working with Big and Small Framework... https://pastebin.com/5H5zJQ6K
NihilRetnar 22 Jun @ 5:14pm 
I literally feel like I'm going to die over how happy I am to see this mod.
Enrico 2 Jun @ 6:08pm 
Does this work with unborn babies, so we can see what they look like before birth?
XSlayer300 28 May @ 2:18pm 
thank ya man. can't wait for the update :)
CoolNether123  [author] 28 May @ 1:54pm 
Can do. I’ll get that out in the next update within 5 days. I’ll look at some cosmetic mods while I’m at it to make sure it all looks good since my testing was just vanilla.
XSlayer300 28 May @ 10:32am 
Is it possible to have an option to disable tattoos and disable clothing on preview? Some mods alter the body of the pawn and I do not like to reroll lots of times to get a pawn without clothing while I edit xenotypes.
CoolNether123  [author] 22 May @ 10:07pm 
Thank you for the suggestion. I'll check on that.
Unorthodox_fox 22 May @ 8:30pm 
if possible, the mod that adds the xeno and idology buttons, has its own code that spawns a decoy world in order to create an idology, mabye you could sort of peek or copy that mods coding for help
CoolNether123  [author] 22 May @ 8:21pm 
Indeed it is. Very stubborn bug. Since the main menu hasn’t loaded a world I can’t spawn pawns. You have to currently spawn a world to use the mod. I’m still trying to spawn a world myself but it is proving to be… difficult to say the least.
Unorthodox_fox 22 May @ 6:44pm 
ironically thats appears to be the bug that i showed during testing of this mod :O
CoolNether123  [author] 21 May @ 11:23pm 
Since this is an issue for many of you, I am working on the fix. I have to bend Rimworld to my will.
StockSounds 21 May @ 6:31pm 
I was just about to ask too
SanguinarcAQL 20 May @ 11:50pm 
I was gonna report this problem, someone was faster than me xD
Btw thanks for the mod, it's amazing :steamthumbsup:
CoolNether123  [author] 20 May @ 8:02pm 
@Balkoth So the issue I am seeing is that my mod can't generate a pawn if a world isn't generated. In short, since the main menu hasn't generated a world no pawns can spawn. I didn't run into this in testing because I always generated a world and in the pawn creation I clicked the Xenotype editor. A fix I see is I have my mod make a "dummy" world in the background. Though I have no idea how hard that is going to be and if it'll effect performance. It'll take me awhile until I figure that out. Thank you for reaching out about it. I'll update the mod to get rid of the error and say a world needs generated. Crazy bug.
kittysmugglers 20 May @ 7:30pm 
PEAK
CoolNether123  [author] 20 May @ 6:53pm 
What mod is it for editing xenotypes?
Balkoth 20 May @ 6:25pm 
Here's an example with just the mod and a button to edit xenotypes from the main menu

https://imgur.com/a/IGCfJtU
Balkoth 20 May @ 6:22pm 
That's what I did, it did nothing.
CoolNether123  [author] 20 May @ 5:47pm 
To see a pawn add a gene in the menu and a pawn will auto generate. Just click any gene in the gene window.
Balkoth 20 May @ 4:17pm 
Great idea, although the UI just says 'add genes to preview' and nothing is showing.
StockSounds 19 May @ 2:04pm 
splendi
!!!