RimWorld
WVC - Xenotypes and Genes
1.196 Komentar
Sergkart  [pembuat] 27 Okt @ 9:17am 
@z3r0shadows
In mod settings.

@Anta'el Feir
Reduce the pawn's metabolism. At metabolism above 15, Eternal Hunger becomes positive. The influence of metabolism on the gene is mentioned in its effects.
z3r0shadows 27 Okt @ 6:18am 
Hello, with True Xenotypes from github, how can I use it to transform my custom made xenotypes into regular xenotypes? F.e. where in the menu/game can I find this menu and interact with it? Thank you.
Syilumi lunari 27 Okt @ 3:43am 
im pretty sure the chimera getting genes from raw corpses has become extremely slim of a chance
Anta'el Feir 27 Okt @ 3:41am 
It seems like after the last update, the Eternal Hunger gene (I'm playing with an auto-translator, so I'm not 100% sure that's what it's called; it's the gene that grants hemogen when eating raw meat). It no longer increases hemogen leakage, but instead gives the pawn +26. As a result, the vampire simply doesn't need blood or food, which breaks immersion. Another question about the chimera gene: it seems there's a chance to absorb the gene when eating a corpse, but in all my time playing, I've only seen this happen a couple of times, and even then, many updates ago. Now, my chimera colony, unless they have a vampire bite or special genes that allow gene stealing, can't get genes just by eating a raider. Or the chance is so slim that it's pointless.
Syilumi lunari 21 Okt @ 8:19am 
woa that fleshhair is pretty
Reestock 19 Okt @ 11:33am 
Good mod for people who are less interested in gene modding and more interested in using archites to play god.
荒野大政委 9 Okt @ 7:24am 
亡灵种的异种人死亡就会报错,复活时也会报错
荒野大政委 7 Okt @ 8:02am 
用hooman cute 时尾巴会悬空,所有尾巴都会
荒野大政委 3 Okt @ 1:01am 
那个异种人出现的概率到底该如何调整?一是正常概率,那二呢?也没有一个标准啊?
BlackSun 1 Okt @ 11:05am 
This is my favorite mod of all, Thank you ^^
Syilumi lunari 30 Sep @ 10:29am 
its in the tab, Genes under, total healing and similar
BoxingBud 30 Sep @ 10:26am 
Ohh perfect! Thank you!
Syilumi lunari 30 Sep @ 10:23am 
this is intended though you can turn on limbs heal with full health on in the settings
BoxingBud 30 Sep @ 10:03am 
Pawns with unrealfast wound healing (800%) when a limb grows back it starts at 1 hp and bleeding, so if a colonist lost their leg, and is otherwise fine, when it grows back they now have 1hp leg and bleeding...I assume it's to wait and it heals itself? Though my medics still tend to the colonist.
Syilumi lunari 29 Sep @ 11:16pm 
or is that hugslib that does it.. i forgot
Syilumi lunari 29 Sep @ 11:12pm 
im surprised at how people forget they can just put a git link that gets autogenerated by harmony with all the bug data
GapeHole 29 Sep @ 11:18am 
yeah wasn't expecting this
荒野大政委 28 Sep @ 11:32pm 
亡灵类的异种人被打死时,就会报错
荒野大政委 28 Sep @ 11:31pm 
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Projectile.ImpactSomething_Patch3(Verse.Projectile)
[Core, Assembly-CSharp.dll] Verse.Projectile.TickInterval(System.Int32 delta)
[Core, Assembly-CSharp.dll] Verse.Thing.DoTick()
[Core, Assembly-CSharp.dll] Verse.TickList.Tick()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch4(Verse.TickManager)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.TickManagerUpdate_Patch1(Verse.TickManager)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Game.UpdatePlay_Patch2(Verse.Game)
[Core, Assembly-CSharp.dll] Verse.Root_Play.Update()
荒野大政委 28 Sep @ 11:31pm 
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.DamageWorker_AddInjury.ApplyToPawn_Patch2(Verse.DamageWorker_AddInjury, Verse.DamageInfo, Verse.Pawn)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.DamageWorker_AddInjury.Apply_Patch1(Verse.DamageWorker_AddInjury, Verse.DamageInfo, Verse.Thing)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Thing.TakeDamage_Patch3(Verse.Thing, Verse.DamageInfo)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.RimWorld.Bullet.Impact_Patch1(RimWorld.Bullet, Verse.Thing, System.Boolean)
荒野大政委 28 Sep @ 11:31pm 
[Core, Assembly-CSharp.dll] Verse.DamageWorker_AddInjury.CheckDuplicateDamageToOuterParts(Verse.DamageInfo dinfo, Verse.Pawn pawn, System.Single totalDamage, Verse.DamageWorker+DamageResult result)
[Core, Assembly-CSharp.dll] Verse.DamageWorker_AddInjury.ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
[Vanilla Combat Reloaded, VanillaCombatReloaded.dll] VCR.DamageWorker_Bullet.ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1(Verse.DamageWorker_AddInjury, Verse.DamageInfo, Verse.Pawn, Verse.DamageWorker+DamageResult)
荒野大政委 28 Sep @ 11:30pm 
[Core, Assembly-CSharp.dll] Verse.ThingWithComps.Kill(System.Nullable`1[Verse.DamageInfo] dinfo, Verse.Hediff exactCulprit)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Kill_Patch24(Verse.Pawn, System.Nullable`1[Verse.DamageInfo], Verse.Hediff)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn_HealthTracker.CheckForStateChange_Patch1(Verse.Pawn_HealthTracker, System.Nullable`1[Verse.DamageInfo], Verse.Hediff)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn_HealthTracker.AddHediff_Patch5(Verse.Pawn_HealthTracker, Verse.Hediff, Verse.BodyPartRecord, System.Nullable`1[Verse.DamageInfo], Verse.DamageWorker+DamageResult)
[Core, Assembly-CSharp.dll] Verse.DamageWorker_AddInjury.FinalizeAndAddInjury(Verse.Pawn pawn, Verse.Hediff_Injury injury, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result)
荒野大政委 28 Sep @ 11:30pm 
喷射 did not have work settings initialized.
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch2(System.String)
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.ConfirmInitializedDebug()
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.GetPriority(Verse.WorkTypeDef w)
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.Gene_Undead.SafeWorkSettings()
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.Gene_Undead.Notify_PawnKilled()
[WVC - Xenotypes and Genes, WVC_BiotechFramework_XenotypesAndGenes.dll] WVC_XenotypesAndGenes.CompHumanlike.Notify_Killed(Verse.Map prevMap, System.Nullable`1[Verse.DamageInfo] dinfo)
Syilumi lunari 21 Sep @ 11:48am 
oh its fine glad you found a fix though, bugs are annoying
MissCarbonheart 21 Sep @ 11:41am 
@Syilumi lunari Sorry I meant to delete that comment yesterday as I found a fix about 5 hours after and forgot. In Xenotype viewer/editor in game instead of custom Xenotypes being viewable with vanilla or WVC ones they get moved to "Custom Xenotype" in the xenotype creater. Problem still exists that you cannot change a pawn to custom xenotype through dev mode by pressing backslash but that might be a basegame problem, not mod issue
elrychmenard 20 Sep @ 7:13pm 
right? it could be used for other purposes too, essentially you dip them in the genetic goo and they become the chosen xenotype, might even be an interesting ritual
Syilumi lunari 20 Sep @ 1:06pm 
i'll post that idea around the place since it seems cool
elrychmenard 20 Sep @ 11:44am 
so i dont know where else to post this but the xeno tree kinda gave me the idea so im doing it here, if anyone knows of or could make a mod that adds an FEV like vat where you can convert people to custom xenotypes like the xeno tree spawns them, that would be super amazing
Syilumi lunari 19 Sep @ 8:00pm 
if you've changed your mods your saved xenotypes wont be available unless you save them again with the new mods though, this is just a vanilla thing to keep errors from happening
Syilumi lunari 19 Sep @ 7:58pm 
I'v never had an issue like that sorry
Syilumi lunari 18 Sep @ 8:52pm 
was the grizzly bear a manhunter or simply hunting the dryad queen, if it was hunting the queen i dont think it gets marked as an enemy (this is a vanilla issue)
Balthazad 18 Sep @ 8:50pm 
my modlist doesn't do anything about hunting or animal behavior. and yes ofc the dryads will mope after the dryad queen, but in "civil mode", so to say. they will not attack a grizzly bear when it's 3m away of them and about to attack the dryad queen. with "follow" i meant that "follow person on outdoor activities" thing for hunters & their bonded pets, sorry, i've been unclear on that.
ToxThiccWitch 18 Sep @ 5:42am 
Thanks that sounds fun!
Syilumi lunari 18 Sep @ 4:24am 
i'll do it for well ever, this is basically my day job
Sergkart  [pembuat] 18 Sep @ 4:22am 
@Balthazad
1) Ask your modlist
2) This is literally their default behavior.

@ToxThiccWitch
No, xenotypes don't spawn in factions. Only quests and events.
Genes spawn in genepacks, but rarely.
Both can be configured in the mod settings.

@Syilumi lunari
Thanks for answering most of the questions. I haven't had time to check the comments section lately.
Syilumi lunari 18 Sep @ 3:33am 
its in the xenotype tab
Syilumi lunari 18 Sep @ 3:30am 
therse an option that makes them appear in factions otherwise its from serums and stuff
ToxThiccWitch 18 Sep @ 1:53am 
I’m kinda overwhelmed by all the options and would like to build a functioning colony before engaging with complicated Xenotypes - can I find all these Xenotypes in factions or the genes in Genepacks?
Balthazad 17 Sep @ 1:29am 
found a miss: if u can, pls make the attacker-dryads follow the dryad queen when she goes for hunt.
Krankus Wrexus 15 Sep @ 7:13am 
Are there any melee weapon armed militoid if not is there any chance some could be created
Syilumi lunari 11 Sep @ 3:48pm 
eternal hunger syncs hunger to hemogen if thats what you want, also 20+ pawns isnt that hard just do them at the same time
Balthazad 11 Sep @ 3:46pm 
why are my structoids trying to harvest the only healroot that grows in -14°C
Tira 10 Sep @ 12:39pm 
@Syilumi lunari I said what I wanted, but I'll reiterate. A massive drain on hemogen in exchange for needing to bite less often. Also, yes I understand that they get debuffs at low hemogen but they'll also just go bite something if they're below whatever threshold you set. And a negative mood for mismanaging pawns is something I would expect regardless. Replacing the nutrition bar for hemogen would probably be a more ideal solution for me. I don't think what I wanted would work otherwise. Who cares about spamming it for infinite hunger btw? I use mods for a different experience, not to cheese the game. "Just turning it on every so often" is the tedious part when you have 20+ pawns. Its not worth the hassle. I only bothered making a comment because I felt like the intended idea completely missed the mark.
Syilumi lunari 10 Sep @ 6:43am 
like just turn it on when hemogen is full every so often
Syilumi lunari 10 Sep @ 6:41am 
you do know if hemogen is low they get a debuf and pain + a mood debuff?
Syilumi lunari 10 Sep @ 6:39am 
what did you expect it to do?
Syilumi lunari 10 Sep @ 6:34am 
yea but if you didnt have the auto turnoff at 20 you'd be able to just spam it to get infinite hunger
Tira 10 Sep @ 4:56am 
The gene for Hemogenic Metabolism is incredibly frustrating. I wanted to use it alongside Bloodeater so that they need to feed less often in exchange for basically having no hemogen to use for abilities, which I intentionally wasn't using. But it just shuts itself off constantly and requires so much micromanagement that I'd rather not even bother using it. I don't really know why you would want this to be a toggle to begin with and I especially hate that it turns itself off if you run below like 20% hemogen.
Yuri Bezmenov 6 Sep @ 4:07pm 
Clippy simply wanted to help.
Syilumi lunari 6 Sep @ 1:45am 
WOA CLIPPY OUT IN THE WILD ON STEAM