RimWorld

RimWorld

Integrated Genes
287 Comments
BoltKumar 14 Sep @ 1:21am 
@Turnovus Thank you for your hard work, let's see, it would be a pity to lose one of my favorite mods from my build.
Turnovus  [author] 13 Sep @ 5:34pm 
@BoltKumar @ed asner
These issues have been addressed in the latest release.
Turnovus  [author] 13 Sep @ 3:29am 
@BoltKumar
That would be from the source code files included in the mod folder. I'll remove them in the next update, when I have the free time to finish it.
BoltKumar 13 Sep @ 2:51am 
It's a lot of weight for a mod. Plus, I found the system files that are installed on Windows. I've used it before. Something's going fast right now.
Master of stupiedity 9 Sep @ 1:45pm 
Can the submissive gene be made to not be incompatible with hyper aggressive? The Xenotype I'm currently working on is a super-solider type genome with a genetic dependence on beer. They will normally seek out a colony/master to protect because they were designed to be very loyal, and not having a cause to fight for is rather damaging to them.
Dave Miller 29 Aug @ 8:54am 
Narrowed it down and this mod crashes Rimpy's strip mods function. No log or anything, just a ctd.
ed asner 27 Aug @ 6:39am 
Seems like Solace resets on loading the game (potentially at some other point but it was at 0% from 40% when I saved).
kintyj1324 17 Aug @ 1:43pm 
Any chance Cryostasis could be patched to work with Coldblooded from VRE Reptoids? Right now you can have both on a pawn but Cryo doesnt do anything to stop them from dying. If you are willing to patch I think they should at least be incompatible, would be kinda cool if they work together though...
Winterstein 10 Aug @ 11:47pm 
(Small useful precision) I've tested your mod in isolation (only your mod + lightsaber) and I succeed reproducing the issue. Not sure why "Integrated genes" and "Fully Functional Lightsabers" might conflicts, maybe a small error in the rendering?

It's not an hard limitation but kinda annoying because we can't get pawn info on damage or resistances or whatever when the lightsaber (with a cristal attached to it) is equipped. The issue do not appear when the lightsaber isn't equipped or when the crystal isn't attached to it.

Steps to reproduce:
- New game
- With Character editor give one of your pawn two objects "Lightsaber" (I use the dark one but you can use whatever you want) + Crystal (I use the red one but your can use whatever you want)
- Drop lightsaber + crystal on the floor
- Equip lightsaber
- Attach crystal to lightsaber (small added gizmo on the bottom)
- Once equipped, select your pawn and click on "i" icon to get its info
Winterstein 10 Aug @ 11:41pm 
Hello, there's a compatibility issue with "Star Wars - Fully Functional Lightsabers (Continued)" (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3539404137&searchtext=star+wars+lightsaber)

HugsLib logs: https://gist.github.com/HugsLibRecordKeeper/b5032aa51b132201fa03e2010bc853ed

Issues: When having a lightsaber (with a crystal) equipped and clicking on "i" icon (to get info on the pawn). The base info tab is empty and an error log appear.

Error log:
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 889F354A]
at IntegratedGenes.StatPart_CertaintyGenetic.ActiveForPawn (Verse.Pawn p) [0x00000] in <6aca84391ba54e6e934bdd3cbf3a7c39>:0
at IntegratedGenes.StatPart_CertaintyGenetic.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x00017] in <6aca84391ba54e6e934bdd3cbf3a7c39>:0
NeinDao 10 Aug @ 6:10am 
what are the "fleshbeast mutations" ?
Nameless 3 Aug @ 7:17am 
Hello @Turnovus, I love your mod, thank you for your efforts! Can you please have a look at the compatibility with the elite bionics framework? https://gist.github.com/HugsLibRecordKeeper/b7f72eb530d8059c329649ca153b3277
Rohzdear 26 Jul @ 9:34pm 
Planning to add any Odyssey Genes?
Outcast_Architect 14 Jul @ 1:44pm 
Been having issues using dev mode with this mod... do not take this as a complaint I actually love that it has made me actually play the game properly. I just wanted to help by notifying the author that the dev mode is nonfunctional when this mod is active and im not too sure how else to help with codes and such
AnimeshkaTvar 🐾 13 Jul @ 12:55pm 
Am not sure, but maybe its one of the general problems, wich causes red-log. Please, solve it :steammocking:
AnimeshkaTvar 🐾 13 Jul @ 12:53pm 
Hey, Turnovus. You have a funny-named folder "InteractionDefs.XML" wich causes some trouble. Path to this folder:
workshop\content\294100\2884115974\1.4\Common\Defs

Same to 1.5 and 1.6
Turnovus  [author] 12 Jul @ 8:10pm 
@TOrllGa
Do you have a log? It could be an issue with Steam updating the mod files. Either way, I'm not sure how this particular issue could be causing the bug you're describing.
T0rIIGa 12 Jul @ 7:33pm 
@Turnovus, it still appears to be giving the same error. Absolutely no pressure, just wanting to help you troubleshoot whenever you find the time, it sounds like this is going to be a pain to get sorted.
Turnovus  [author] 12 Jul @ 10:19am 
Should be fixed now. Either way, I'll be at work for the rest of the day, so I won't be able to do anything else about it for a while. Good luck.
Bane 12 Jul @ 8:05am 
Hey T0rllGa i found the same one
Kaden Ha 12 Jul @ 7:35am 
There's an error in this mod. Here's the log [gist.github.com]. Something about VPECompat
T0rIIGa 12 Jul @ 6:58am 
I've isolated an error in which I can't move a drafted pawn to this mod. I believe the IntegratedGenes mod is still failing because it can't find a component from Vanilla Factions Expanded - Core (VFECore). This is a fatal error that is poisoning the rest of the game's loading process. At least that's what I'm assuming based off the error logs and removing it fixing errors. Hope this helps.
tww9428 11 Jul @ 6:18pm 
mod generally works with 1.6 but causes errors with dev mode. otherwise i love this mod
月羽狐 11 Jul @ 4:51pm 
I got the same problem with sTiKyt
sTiKyt 11 Jul @ 12:14pm 
VPE compat is broken, as i was explained, the reason is that VFE changed their namespaces

Here's my log to help you: https://pastebin.com/6y4WK6X6
GamerRoman 8 Jul @ 3:33am 
Thanks for the update!
Bean 6 Jul @ 10:13am 
awesome! thx updating n maintaining :)
Turnovus  [author] 29 Jun @ 12:06am 
@Bean

After I've finished programming the Anomaly genes, I'll work on it.
Bean 25 Jun @ 1:14pm 
great mod :). any plans on 1.6?
Dweebus Rex 17 Jun @ 3:44am 
Thank you so much for this! I actually only recently realised this wasn't part of the vanilla game and that I had installed this mod at some point. I love that you've let me make weird dryad tree symbiote people!

If you're looking for feedback, I'd suggest that the fainting effect from the "Terrified" gene is a *bit* powerful for something that *may* happen according to the description. From my experience it seems to be almost guaranteed that it happen a few seconds into combat if not instantly. "Free Spirit" also honestly feels more like a boon than a penalty, but that might be more down to playstyle.

fwiw: I have been playing this on 1.5 (no anomaly) for some time (multiple saves, hadn't gone more than 1-3 years in any one particular colony) but haven't ran into any issues with the latent psylink gene that others below have had. I think I remember a pawn receiving a starter psylink from it at some point, even.
One-Eyed 30 May @ 1:53am 
Add cannibalism please! I wanna Tokyo Ghoul
Andy 28 Feb @ 10:03am 
Strange, I enabled all the options in the mod settings and the genes finally started working on the main map, looks like you didn't link the functions to the settings correctly
Andy 28 Feb @ 9:46am 
The Archotech attunement and Latent Psychic genes don't seem to be working for me, I've played several games often using them, run this mod in vanilla game, tried editing xml, but I don't remember them ever working in 1.5. I definitely remember it working before, has anyone else encountered a similar problem?
Turnovus  [author] 10 Feb @ 4:56pm 
@Bosh
It's based around a random chance that is checked at fixed intervals. It's currently balanced so that the initial psylink is granted at the age of 45, though there is also a chance of newly-generated pawns with the gene being given a psylink based on their age. For pawns that already have a psylink, it will grant additional levels up to level 3 every 5.5 years on average. No other factors affect it, it is purely random.

Currently, latent psychic is mostly designed to improve the Regalids from Integrated Xenotypes, who spawn with the gene naturally. If I ever find the time to pick up mod development again, I might reexamine the gene to make it stand better on its own.
Bosh 10 Feb @ 2:58pm 
How does Latent Psychic work exactly? How long does it take on average for a pawn to develop a psylink? Are you notified when a pawn develops a psylink? Does a pawn have to be meditating to have a chance at developing a psylink? Does psychic sensitivity affect the chances of getting a psylink? Do you even read these?
Guido 2 Jan @ 12:43pm 
appears there is a conflict with rimhud that disables it
Tinda 13 Dec, 2024 @ 1:07am 
I just upgraded to 1.5 (at last) and I found that it seems every single one of your genes grant a psylink? How come?
~zenith~ 2 Dec, 2024 @ 6:49pm 
@Rearden
Still noticing this too. Tried to make my own custom xenotype with blind genetics only to find out that it's not applying the bonus. :/
The eyes still have to be cut out/gone to apply, which is rather surprising, considering that they are still listed as having Sight at 0%
Fun fact! I thought that the Blightsight meme was required to make pawns more psychically sensitive. Turns out that any pawn that gets blinded gets a psychic sensitivity bonus of +50% (!). Blindsight gives you a 30% bonus on top of that. Genuinely didn't find that out until today.
Tinda 30 Nov, 2024 @ 2:27am 
Would it be possible to add a letter notification when someone with a latent psylink develops one?
Thanks :)
Spleenboy 26 Nov, 2024 @ 3:24pm 
You added the cooldownticks check but I think you forgot to set it anywhere. I believe it's meant to be set in the GeneDef under ModExtensions
acrab 16 Oct, 2024 @ 1:34pm 
Not sure if this has been asked previously but are you intending on integrating anomaly as well?
nerf gunbop buff bebomb plz 28 Aug, 2024 @ 6:57am 
I don't get mechanisms on "Archotech attunement"... Does this requires existing psy link?
And will this level up psy link up to 6? I put this gene and latent psycic, but never experienced something different. It's almost year away after i put this gene on.
burritoexspress2006 8 Aug, 2024 @ 11:44am 
where can I find this inside of the cherry picker menu, some of these genes I want to remove for clutter's sake and I cant find it.
bubbli 15 Jun, 2024 @ 7:05am 
For some reason the Free Spirit gene makes any Xenotype psylink level 1
Action Hero Daft Punk 13 Jun, 2024 @ 12:41pm 
Is meditation dependency meant to be as punishing as it is? I've got a nature shrine set up for my colonists to meditate at, but even with three hours/day dedicated to meditation, they're almost always in the lower half of the need. Considering at the extreme end it's a full -20, it feels like this should be closer to the recreation need, but this is extremely brutal to manage, especially considering that they can't prioritize meditation based on the need. On top of that, Solace seems to barely increase at all.
vorzogu 8 Jun, 2024 @ 4:07am 
Hey there!
I think i have found a bug.
I have a pawn with meditation dependency, and it loose all of his solace everytime i save and reload the game.
I play with loooooooooots of other mods, so maybe the problem come from elsewhere, but i still think it would be cool if you can check this.

PS: great mod.
umbrunoqualquer 2 Jun, 2024 @ 2:01am 
Are Gauranlen tuned, Gauranlen dependency compatible with Vanilla Ideology Expanded - Anima Theme?
Space Moth 8 May, 2024 @ 9:17am 
@Turnovus It is part of the 'randomness', hard to tell if things are just random or if there is an issue. I did notice in the same time my other colonist did not get afflicted once.