RimWorld

RimWorld

WVC - Xenotypes and Genes
1,145 Comments
Balthazad 2 Sep @ 2:41am 
https://gist.github.com/HugsLibRecordKeeper/7840412e77b37479c09ba87e9ede7a07

Could not resolve cross-reference to Verse.ThingDef named WVC_ShapeshifterOverclockerSerum_Base (wanter=thingDefs)
龙陵一坑0284 29 Aug @ 8:32pm 
WVC-core mod is disappear
谁在背后天天射我 29 Aug @ 2:32pm 
This MOD will reduce Pawn's damage tolerance limit to a minimum of 10% and cannot be further lowered. Can it be changed? Or can you tell me where to modify it?game version 1.5.MOD from gitthub.
Syilumi lunari 29 Aug @ 3:30am 
@FotisP68n but yea problems are fixable
Syilumi lunari 29 Aug @ 3:27am 
@FotisP68n
,':3
FotisP68n 28 Aug @ 4:07pm 
@Syilumi lunari
...
Sergkart  [author] 28 Aug @ 8:21am 
@Syilumi lunari
Traders sell serums was merged with Disable genetic stuff and is currently in the xenotypes tab, as these options did almost the same thing.
Syilumi lunari 28 Aug @ 7:08am 
you can also cut down on most of the genes by unchecking the enable aptitude genes
Syilumi lunari 28 Aug @ 7:06am 
oh yea you can also just turn off traders selling wvc serums too, im surprised you didnt see it in the options its on the first page
Syilumi lunari 28 Aug @ 4:37am 
oh dam i was mean 2 hours ago, sorry for being like that, but hows generating a buncha genes that hard? i mean i guess you could just turn them off but even alpha genes has more genes than this
FotisP68n 28 Aug @ 4:35am 
@Syilumi lunari
no, I i'm also using the GTG orbital traders which generate 80-100 genes every f time
Syilumi lunari 28 Aug @ 2:25am 
like in the wvc mod options theres a lot of choices in what you'd like to disable, from genes to xenotypes to items to research
Syilumi lunari 28 Aug @ 2:23am 
plus in the options of the mod you can disable anything you want
Syilumi lunari 28 Aug @ 2:22am 
fotis i have literally 4 gigs of ram and i dont experience lag how are you lagging are you playing this on a phone?
Rat Catcher 28 Aug @ 2:21am 
cause of genes right? just use Cherry picker. remove everything not directly tied to what you want from the mod
FotisP68n 27 Aug @ 2:31pm 
This adds too much bloat, in the game generally and especially on traders (insane lag), what happens if I remove it on a save?
Sergkart  [author] 26 Aug @ 1:37pm 
@TheLastThrumbo
Just trying do my best :steamthumbsup:
TheLastThrumbo 25 Aug @ 6:19pm 
@Sergkart You are a legend. I need you to know this. A legend!!!! Thank you for not only hearing out suggestions, but with such fast turn around times too! And the systems you've created, there's nothing else like it. I truly hope you know that your work is appreciated!
jainen 23 Aug @ 10:22pm 
Thanks, guess I didn't read about the Medicoroids enough!
Syilumi lunari 23 Aug @ 7:25pm 
the medical golem has an ability that gestates another pawn
Syilumi lunari 23 Aug @ 7:21pm 
yes by the medical golem
jainen 23 Aug @ 5:31pm 
Hi, I'm very new to Rimworld and this mod so forgive me if the answer is obvious, but is it at all possible for Golyads to reproduce? I like them a lot, but as far as I understand, the Dryad Queen xenogene's 0% fertility multiplier means no vanilla method can make more of them. I'd rather ask here before turning to other mod/cheat methods.
Sergkart  [author] 18 Aug @ 10:36am 
@Syilumi lunari
I'm not against mods, haha :steamhappy:
Syilumi lunari 18 Aug @ 10:17am 
if you are unable to edit it still i could (with permission from sergkart) post a mod with your desired edits then remove it once you get the mod
Syilumi lunari 18 Aug @ 10:16am 
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2886992038\1.6\Biotech_Genes\Defs\Things_Genetics\Buildings_Rechargers.xml (this is the exact folder you wanna edit, though sometimes it doesnt open it when you give exact ones)
Syilumi lunari 18 Aug @ 10:13am 
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2886992038\1.6\Biotech_Genes\Defs\Things_Genetics

heres the exact path from mine, the file can be opened in txt editors, the part you wanna edit is <li Class="CompProperties_ThingContainer">
<compClass>CompThingContainer</compClass>
<stackLimit>5</stackLimit>
<drawContainedThing>false</drawContainedThing>
<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>180</basePowerConsumption> <--------- here
Zaskeller 18 Aug @ 10:04am 
@Sergkart
I tried looking for this but could not find it, the fact that you went out of your way to reply and give me the file path is legendary. Thank you!
Sergkart  [author] 17 Aug @ 11:24am 
@Zaskeller
Manually by changing the value in xml.

*ModFolder*\1.6\Biotech_Genes\Defs\Things_Genetics\Buildings_Rechargers.xml
Zaskeller 17 Aug @ 5:24am 
Hi, is it possible to increase the power consumption of the Xenohuman recharger? i'd like to increase the power consumption to balance a playthrough, just a bit.
Syilumi lunari 16 Aug @ 11:12pm 
wonder if theres a mod that un-mothball's pawns
Sergkart  [author] 16 Aug @ 11:11pm 
@Syilumi lunari
The mark is already ticking outside the map. If this does not happen, then the pawn was suspended and does not tick at all. If something suspends the pawn, then most likely it was done for optimization.
Syilumi lunari 16 Aug @ 9:08pm 
is there a way to make the chimera mark genes tick when the pawn is off map?
Sergkart  [author] 15 Aug @ 11:38pm 
@Mismagius
Yes, there is already a scenario in development, with an alternative gravship for the planned xenotype. But for now I want to add more content for existing xenotypes and genes, so the next changes will be related to the anomaly, specifically the duplicator and archiver.
Mismagius 15 Aug @ 10:41pm 
yo question, are you planning on adding anything odessy related?
seed of nihility 14 Aug @ 4:20pm 
Thanks for your great mod!
feature: the void energy of wvc gene mod consumed by summoning machines increases with the addition of work type mods, such as more work tab.
Perhaps you could change the algorithm to only calculate the number of original works, or make the void energy required to summon machines dependent on the attack points of the machines?
Sergkart  [author] 14 Aug @ 3:41am 
@Anta'el Feir
In settings
Anta'el Feir 14 Aug @ 3:40am 
Sorry, I'm using a translator, so the meaning may be lost. After the last update, I got a limit on the number of genes in the chimera gene buffer. This didn't happen before. My carnivorous vampire mushrooms ate and evolved as much as they wanted, but now even the basic xenogerm exceeds the limit (it takes up 6 lines), and I can't add new genes even with those genes that can increase the limit. I'm not a cheater and I don't want an easy game. But to create a plausible vampire, you need at least 3 lines of genes, and when I came up with the idea of creating a parasitic mushroom that infects a pawn like an infection and turns it into a half-mushroom, half-vampire, I can't get it out of my head and I don't want to play any other way.
Sergkart  [author] 13 Aug @ 11:07pm 
@Gravefall
In settings

@Anta'el Feir
Cost?
Anta'el Feir 13 Aug @ 9:07pm 
Is it possible to disable the cost of genes in Chimera for transformation? The latest update makes it virtually unplayable for me.
Antiast 13 Aug @ 8:07pm 
When a colonist with Pack Mentality dies, the mood debuff displayed on other colonists shows their own names instead of the deceased's. No error logs appear.
Gravefall 12 Aug @ 11:07am 
do these xenotypes appear in factions? or only on drop pods and the likes? any option to create factions with these xenotypes
Marsouin 9 Aug @ 6:03pm 
Thanks Sergkart!
Sergkart  [author] 8 Aug @ 10:25pm 
@Marsouin
I don't have it. You can try searching on GitHub among releases.

@GEfacr
The chance has been significantly reduced.

@Engineer Gaming Part 3
Yes.
Engineer Gaming Part 3 8 Aug @ 9:16pm 
Do the xenotypes get added if i add the mod midgame, I know the genes do but I don't know about the xenotypes
GEfacr 8 Aug @ 8:08pm 
WVC Chimera Eating fresh corpses fails to acquire the corpse's genes. I only have this mod loaded, and it isn't functioning properly. It was working normally two weeks ago.
Marsouin 8 Aug @ 3:02pm 
I’ve been watching Mr Sam Streamer’s hive series and would like to try out the old OP version of the Meca Xenotype. Do you still have an old version of the mod from December 2022 (ideally December 14 2022 based on changelog). I can downgrade the game version with depotdownloader.
Sergkart  [author] 8 Aug @ 10:05am 
@Droider
Any dryads are supported, as long as they work the same as vanilla ones.
Droider 8 Aug @ 7:53am 
does the dryad xeno work with the dryad expanded mods?
Syilumi lunari 7 Aug @ 4:14pm 
if you're starting again you can edit the scenario to only have you pick from 1 or however many pawns with none left behind too