RimWorld

RimWorld

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[LFS] Genes Expanded - Blood
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
4.989 MB
24 Apr, 2024 @ 3:58am
7 Aug @ 8:06pm
18 Change Notes ( view )
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[LFS] Genes Expanded - Blood

In 1 collection by Lightning Larry the Lockie
LFS Mods
10 items
Description

This mod introduces an expansive palette of 75 new blood colours to RimWorld. This mod is purely cosmetic and won't change anything about the base game.

There are a lot of custom Xenotype mods out there, and they will require manual patching to use the custom colours.

If you would like a custom Xenotype patched, please jump into the discord using the patch request link below and leave a post there with the colors you want and the mod you want patched


Adds new colours to:
  • Dirtmole – Grey
  • Genie – Dark Red
  • PigSkin – Dark Red
  • Impid – Orange
  • Yttakin – Dark Red
  • Highmate – White
  • Starjack – Dark Blue



[discord.gg]




Recommended Mods
We recommend using this mod with Blood Animations
It adds more visual use to the blood types — including blood rainbows!



[ko-fi.com]

XML and Art by: Lazy Friday Studio[www.lazyfridaystudio.com]
RimWorld is owned by Tynan Sylvester.
Licensed under CC BY-NC-ND 4.0[creativecommons.org]

You may create patches or translations for this mod.
You must not re-upload or modify the original files. This includes re-uploading this mod to other websites.
35 Comments
Lightning Larry the Lockie  [author] 31 Aug @ 6:26pm 
@majorinconvenience, im not to sure what you mean? you can choose a bunch of bloods and it will choose randomly from them, but skin and hair are random on spawn only if it doesn't already have blood.
majorinconvenience 31 Aug @ 2:43pm 
is there a way to make bloodtype randomized like how you can do with horns, skin colors and hair colors?
Lightning Larry the Lockie  [author] 26 Aug @ 4:10am 
@imperlor the patch i posted will do everything, as the blood filth already has a graphic data tab with `<color>(243, 240, 143)</color>` so they just need to hook into that the same, as thats what VE gives us, would make it compatiable with lots of mods if done that way
Imperior 26 Aug @ 3:59am 
Is this more or less the patch format that you'd ideally have access to?

<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData/graphicClass</xpath>
<value>
<graphicClass>BloodDries.Graphics.ColoredGraphic_ClusterTight</graphicClass>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData</xpath>
<value>
<color>(0.97, 0.95, 0.5)</color> <!-- example -->
</value>
</li>
</operations>
</Operation>
</Patch>
Imperior 26 Aug @ 3:58am 
Ah, I think I understand what you mean. I can't fully wrap my head around the code, if I could I'd be helping to make a fork and pull request, but I think I understand the logic. You can patch it on your end such that Blood Dries latches onto the new filth defs, but there is no way to control the color as the blood dries, right?

I will share that info with the Blood Dries dev. They seem pretty skilled, it might not be too complex for them to spaghetti this one additional parameter.
Lightning Larry the Lockie  [author] 26 Aug @ 3:23am 
@Imperlor you can find what i mean with this screeny

https://imgur.com/1VikjPE
Lightning Larry the Lockie  [author] 26 Aug @ 3:21am 
@imperlor I have identfied why this is breaking, long story short, it spawns in a cusom blood graphic which needs to be setup for each blood type....

This is alot of work to patch so its going to take some time. one of the major issues is even with my patch, the blood is red and I have no way of implementing color, this more than likely will require you to contact the auther of `Blood Dries' and see if he will implement color value that i can hook into otherwise i can't really patch it 100%

```
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData/graphicClass</xpath>
<value>
<graphicClass>BloodDries.Graphics.ColoredGraphic_ClusterTight</graphicClass>
</value>
</Operation>
```

Each blood type needs a patch like this, and a way for the RBG of the blood to be changed, which
Imperior 26 Aug @ 2:25am 
Here you go, the page also has a link to the source code too. Honestly, thank you a lot for looking into it. I tested removing Blood Dries and that fixes the missing texture issue. The cause might have to do with the contents of the Graphics_Cluster_Patch.xml file. I have no idea why this mod breaks blood smears but not normal blood, but honestly Rimworld modding is still rather arcane black magic to me. lol
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3263093948
Lightning Larry the Lockie  [author] 26 Aug @ 2:04am 
@imperior HMmm im unable to replicate it on my side with just my mod, could you please link the blood dries mod, I think the blood dries is causing the issue here. as I personally use Yayo and blood animations with no issues.

It might require patching from my side, which if it does Il have an update for it.
Imperior 25 Aug @ 10:35pm 
I opened dev mode, and used the inspector, the filth that is glitching is called "IronOre Blood Smear", that is for those orange blooded impids that otherwise used Orange Blood. In the log I noticed this suspicious line "CloneColored not implemented on this subclass of Graphic: Verse.Graphic_ClusterTight" that might be related?