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WVC - Xenotypes and Genes
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Mod, 1.4, 1.5, 1.6
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23.388 MB
10 nov, 2022 @ 16:24
15 jul @ 2:59
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WVC - Xenotypes and Genes

Beskrivning
Xenotypes and Genes
The mod adds over 400+ new genes, as well as several xenotypes. Some have little impact on the game, some big. Almost all genes can be found in genepacks.

Genes wiki (WIP)[github.com] and xenotypes wiki.[github.com]

More detailed information about the mod can be found on its GitHub page. Mod Wiki (WIP)[github.com]

If you want to ask a long, detailed question or share your opinion about the current version of the mod, use this discussion.

Any questions about mod dependencies are ignored. Use not abandoned mod managers. I'm tired of explaining that RimPy is abandoned.

Recommendations
- Vanilla Expanded Framework - Some small features require VEF, but VEF is not required for the mod to work.
- Work Modes - Golems are designed for tactical use, using multiple groups. This mod will make managing groups easier.
- Alpha Genes - More and more genes!
- True Xenotypes (GitHub)[github.com] - For a better experience, instead of using custom xenotypes, convert them into full ones. The mod is only available on github and is experimental, please keep that in mind.

Translations
日本語翻訳 - by Lucifel
Русский - by pashka

Incompatibility
- Performance Fish - The mod has no conflicts with performance fish, but since fish patches GeneTicker, this can lead to delays in tickers of some genes. If you notice that genes are triggered later than expected, it is recommended to disable the GeneTrackerTick patch and restart the game.
- [FSF] Complex Jobs (1.4) - Additional compatibility patches for golems are required. Otherwise there shouldn't be any problems.
- RimPy - The RimPy database is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use the rimpy database from steam or use non-abandoned mod managers. Any comments regarding the rimpy database will be ignored. I'm tired of explaining that rimpy is abandoned.
- Combat Extended - Req compatibility patches. Patch by ASnamed.
- Auto-repair On - There have been complaints that this mod breaks some mechanics related to mechanoids. Use Work Modes mod instead, it doesn't break vanilla comps and can do the same thing.
- Too Many Mods - I have been repeatedly complained that this mod breaks some content from my mod. Since this mod changes the intended balance of my mod, some elements start to work incorrectly. It also creates a discrepancy with the wiki of my mod. Before reporting a problem, please make sure it exists without this mod.
- Any graphic mods. - Detailed bodies, animated eyes, additional visual details, etc. Anything that implies non-vanilla graphics is not compatible. For compatibility, use the graphics disable options of the mod in the settings.

FAQ
Q: Can "thing_name" be a separate mod?
A: No, I will not separate anything into separate mods.

Q: Is it possible to disable graphics?
A: Yes. In the settings. New game only!

Q: How to find/get "thing_name"?
A: First, take a look at the mod wiki, especially the gene section.[github.com] If you don't find the answer to your question on the wiki, ask. The answer to the question will most likely be added to the wiki.

Q: I don't like "anything_name", can I turn it off?
A: Yes. Use Cherry Picker.

Q: CE support?
A: No idea. Try patch from ASnamed.

Q: Is it safe to add/remove in the mid-game?
A: Add - yes. Remove - no.

Q: RimPy says...
A: RimPy is hopelessly outdated. It contains incorrect and false information regarding my mods. Please use non-abandoned mod managers. Any comments regarding the rimpy will be ignored. I'm tired of explaining that rimpy is abandoned.

Q: Can I suggest something new?
A: Yes. Please use the pinned discussion.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. Please note that all bug reports outside the pinned discussion and without a log will be deleted/ignored!

Other
Link to other mods made by me.
GitHub[github.com]
Mod Wiki (WIP)[github.com]

Don't forget to read the FAQ and changelog after updates. There is a good chance that the answer to your question may be there.
Populära diskussioner Visa alla (3)
3
11 mar @ 11:46
KLISTRAD: Feedback and Discussion
Sergkart
216
5 timmar sedan
KLISTRAD: Suggestions
Sergkart
185
12 jul @ 3:29
KLISTRAD: Bug Reports
Sergkart
1 046 kommentarer
Multay 3 timmar sedan 
nvm figured it out, just takes a long time
Multay 4 timmar sedan 
how do you create golems? i've enabled the auto creation and chose which ones i want but nothing is happening.
Sergkart  [skapare] 20 timmar sedan 
@cultivahabas
Okay. Storage implanter supports several genes. Chimera, archiver, morpher and shapeshifter. The geneset is copied only for two genes, shapeshifter and archiver, for the other two genes it is "taken away". For chimera it is "taken away", there is no counterplay to this, the only option is to keep the desired geneset on the pawn, then it can be copied again.
cultivahabas 21 timmar sedan 
Thanks for answering but, could you elaborate a bit more?
Sergkart  [skapare] 23 timmar sedan 
@Neon Angel
I can't confirm the problem you described. Make sure you have an up-to-date copy of the mod.
Neon Angel 23 timmar sedan 
so like.... how is genetic match for xenotype gestator calculated? I had a set of two xenotypes (queens and workers) where one (queen) was intended to be able to propagate both,,, this worked fine until the 1.6 update. (I didn't check the exact genetic compat stat since it seemed to just work as I had intended). Now the queen cannot propagate workers. Genetic match only 26%.

I thought maybe it might be that something changed under the hood of the specific genes I was using. So I created a copy xenotype of the queen xenotype, identical but for the copy having 1 extra gene. The queen cannot propagate the copy. Says genetic match 22%. Even though the queen has 44 of the copy's 45 genes. I don't get it.

There is no error log for this issue.
Sergkart  [skapare] 13 jul @ 22:34 
@[CL] Zalgo
Change the set of genes. Add a gene that increases the resource and remove the gene that decreases it.

@cultivahabas
No, only using another gene. For example, shapeshifter.

@Laurient
1) * Since any option requires maintenance and testing time. I don't have time to test an unintended feature every time I make a major change, 1.6 has already become a headache with a lot of work, I'm still busy fixing everything. This was an experiment, and plans have changed.
2) No, the true form gene is a beacon for the executable code, if it is not removed the xenotype will be considered True.

@Lightcaster
Yes, this option has been removed. The reason is the same as above*.
Lightcaster 13 jul @ 19:17 
Did the shrine part of Golem Bond get removed? I can't find it in the settings anywhere
Laurient 13 jul @ 14:42 
hello, two questions: 1. why did you remove the xenotypes from the factions ? 2. Is it possible to change the "True Form" of a shapeshifter (when we make a new xenotype with the shapeshift gene) ?
cultivahabas 13 jul @ 14:13 
Is there any way for the storage implanter not to erase the genes of a chimera?