RimWorld

RimWorld

[BT] SpawnThoseGenes!
61 Comments
Zeal 21 hours ago 
Hi thanks for the great mod! Is there any incompatibility between this mod and Gendered Genes / Big and Small? When trying to add a gendered size gene to a xenotype via xml, it throws:

Could not resolve cross-reference: No Verse.GeneDef named Large_GG2_MaleOnly found to give to SpawnThoseGenes.

I get that that def may not be defined in xml, so is there another way for STG to pick it up?
Nera  [author] 30 Sep @ 10:23am 
Thank you!
I've replaced the image links to to steam ones
Lionheart 30 Sep @ 2:50am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
Paolini 19 Sep @ 8:13am 
@B flat it works fine for me ? Without this mod eyes don't have any colors
B flat 23 Aug @ 3:17pm 
The name makes it seem like it works the other way around -- no eye genes would spawn if this mod is not loaded.
B flat 23 Aug @ 3:15pm 
I'm not sure how all of this works, because enabling this mod get rid of all eye genes in vanilla xenotypes in https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2898151329&searchtext=eye . Although it is said to be a requirement, it works better without.
тетеря, блин 14 Aug @ 2:29pm 
[SpawnThoseGenes] No possible endogenes found in config for: Ratkin_Squirrel
тетеря, блин 27 Jul @ 7:13am 
on pawn generation:

[SpawnThoseGenes] No possible endogenes found in config for: KiiroXenotype
...
Tried 300 times to generate age for kiiro special force smoke-maker
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
...
https://gist.github.com/HugsLibRecordKeeper/1e542841298a5a7e16767c96babed33a
DiegoCalvito 19 Jul @ 7:12am 
thank you for your hardwork guys
Nera  [author] 18 Jul @ 1:35pm 
Patch is out for eyegenes2 :)
OPERATOR  [author] 18 Jul @ 2:36am 
We already have a fix, just waiting for other dev to wake up to push it :3 patiennnceeee!
Monbland 18 Jul @ 2:35am 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1

[[BT] EyeGenes2 | Base - [NL] Facial Animation |] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationAdd(Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups)) failed
file: B:\SteamLibrary\steamapps\workshop\content\294100\2898151329\Additionals\SpawnThoseGenes\Patches\Races\Patch_Starjack.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)

обрезал оба лога, если что
XSlayer300 11 Jul @ 11:19am 
Is there a way to spawn two endogenes with each pawn? like I want to have a restricted hair color and skin color for my pawns.
RAD EMERALD 9 Jul @ 5:01am 
THANK DUDE!
Nera  [author] 8 Jul @ 12:58pm 
1.6 support is out :)
RAD EMERALD 8 Jul @ 4:52am 
pls update 1.6?
thorman123456789 4 Jul @ 12:37pm 
1.6 please?
TheHomelessHobo 1 Mar @ 11:39am 
Is there any specific mods that causes incompatibilities? Or is it just unsupported xenos causing errors? This mod was preventing raids from spawning in and other factions from being created during world creation
TeH_Dav 1 Dec, 2024 @ 7:09am 
So I've encountered an issue. The implicated method is GeneUtility.GenesInOrder, from AddGene being called by Spawn Those Genes. If this mod isn't the conflict, I would appreciate any help you could give leading me to where the problem/conflict/bug is stemming from. I couldn't get a HugsLib because once it loaded it was overloaded with lag/errors. I will state I was testing errors I'd been having with starting the game. I did an SOS2 derelict ship start.

Player Log: https://drive.google.com/file/d/1BZI3dVnSsLPE28Xvoc4KVmc0_nWa9NFx/view?usp=drive_link

Images:
Error that appeared on my screen: https://drive.google.com/file/d/1v1Ly_OJGL_exj6t8bs5L27M8iWTI7obS/view?usp=drive_link
Flurbel 17 Nov, 2024 @ 5:11pm 
How is this different from Genetic Drift?
MercuryRiver 2 Aug, 2024 @ 7:56pm 
I was trying to use random start to test my defs for this mod and after much frustration, realized they aren't compatible. It also doesn't seem to be compatible with switching xenotypes in character editor. It is a lengthy process to get to pawn selection every time I tweak something to check if it looks right. Any chance at compat with either of these?
Loaf of Grapes 22 Jul, 2024 @ 10:15pm 
All Ayameduki races are tied to their own one Biotech race, and even come with a new gene that gives a straight boost in Metabolic Effeciency.
Circus_O 27 May, 2024 @ 7:52am 
Quick Q: I presume the "[SpawnThoseGenes] No possible endogenes found in config for: <SOME_PAWNTYPE>" is informational and shouldn't cause those to fail to generate?
SuperBoyOk 23 May, 2024 @ 5:22pm 
There needs to be an in-game mode settings.
Mildnight 12 May, 2024 @ 5:07pm 
Is it possible to create a setup for spawning a group of genes onto *all* xenotypes in the game at once (instead of having to do a new category for each of them individually)?
Kalmorph 25 Apr, 2024 @ 3:24am 
Hey, so I have an issue where I'm using this mod and EYEGENES2; all vanilla xenotypes spawn with default eye color genes, but if I create a custom xenotype, they don't spawn with eye colors at all, they only have skin and hair colors. Is it possible to any custom xenotype that doesn't have eyecolor genes selected to spawn like the vanilla ones?
Nera  [author] 7 Mar, 2024 @ 2:33pm 
@lxcatl only endogenes for now
Ixcatl 6 Mar, 2024 @ 2:52pm 
is it possible to use this to spawn xenogenes instead of endogenes?
KemonoAmigo 11 Jan, 2024 @ 4:51am 
Is it possible to remove genes using this?
IK00NI 10 Dec, 2023 @ 5:26pm 
@Shakhnov: You've got to edit the file, there is no in-game menu, though hopefully we'll get one in the future. Specifically, you need to edit SpawnThoseGenes.xml, which if you've used the workshop will be located in: Steam\steamapps\workshop\content\294100\2898044088\Defs. The author provided examples of how to properly create patches or new xenotypes in the "Examples" folder.
Шашлычник ;р 9 Dec, 2023 @ 6:08am 
Essem Shakhnov 15 Nov, 2023 @ 1:45pm 
Is it required to dig into game files to edit chances of genes appearing, or can you edit the chances of genes showing up with an in-game menu?
OPERATOR  [author] 16 Oct, 2023 @ 1:07pm 
This mod does not touch Revia races at all.
97cweb 14 Oct, 2023 @ 7:59pm 
After poking around for a while, I have found that this mod is the one that makes HAR Revia lose their faces.
cactus angel 10 Oct, 2023 @ 2:46pm 
idk how this is supposed to help you because i don't understand error logs but i guess i'll paste my hugslib after spawning a bunch of pawn (some spawned with eyes and some without) https://gist.github.com/HugsLibRecordKeeper/e0cb82898496bb7fda158f1b98af6b5b
cactus angel 10 Oct, 2023 @ 2:43pm 
man i LOVE how this mod puts eye colors on races that look awkward with it (xotans, grodans, cruttuns, basically anything by that author, heruans) and then DOESN'T put eyes on pawns that are eyeless after installing the eye colors mod (insectoid genes primarily but i've seen some default baseliners without eyes too). Fantastic
Succubus 12 Jul, 2023 @ 9:10am 
do this work with xenotype spawn control?
AtomicDeathclaw 17 Jun, 2023 @ 1:16pm 
Do I put patches in the Defs folder of this mod?
Leaguenet 6 Jun, 2023 @ 3:52am 
Hi, I'd like to report a bug (I think) - pawns spawning from human eggs (VRE - Saurids and I think certain Alpha Genes xenotypes) don't have any genes set to spawn through the framework. I use it to spawn PsySense and skin/eye colours (CRIMSPR), and babies hatching from eggs don't have any of those genes.
OPERATOR  [author] 26 Feb, 2023 @ 10:35pm 
That's a cool idea, can't say for sure but I've informed Nera that I think it sounds neat.
Wyrd 21 Feb, 2023 @ 7:01pm 
Would it be possible to add in a function that lets you set the chance to spawn certain genes regardless of xenotype? I understand the current method needs the xenotype defname, I'm just hopeful for something that allows adding the chance of little mutations
MarpatNinja 20 Feb, 2023 @ 5:31pm 
Many of my modded races don't have eyes at all now. Im not sure how to add them (I tried). Any help would be appreciated.
Nera  [author] 19 Feb, 2023 @ 12:26pm 
@Faber: Artwork was AI generated with stable diffusion
@Frisk: maybe the genes change it somehow, this mod only adds the genes to the race, nothing else
Faber 19 Feb, 2023 @ 5:01am 
Out of curiosity, who made the artwork used for the steam image of this mod? I know I've seen it before but I cant remember the artist.
_Frisk 17 Feb, 2023 @ 8:43pm 
So I am trying to put germline gene Floppy Ears on Yttakins, but their face color is now no longer the same as their fur color, which looks really weird. How can I fix this?
AdeptLamia 13 Jan, 2023 @ 7:04pm 
Hi! Really love the concept of this mod and it hits everything I want to do with making xenotypes and xenohumans feel uh, more human? Diverse!

I'm running into an issue with my custom xenotypedef where if I try to have gene groups from other mods, notably AlphaGenes and OutlandGenetics, only the first group in my list of groups will roll genes from that mod. Subsequent groups fail to generate any more genes from a specific mod. Is there something that I need to add in my code to puzzle this one out? There are no specific log errors about this and otherwise I'm able to get the xenotype generating successfully.
whateven 10 Jan, 2023 @ 11:10am 
update 2: I recently published the mod using your framework if you want to check it out. From what I can tell it seems to be working splendidly, so long as any custom xenotypes are patched. BodyType Matters is the name
whateven 10 Jan, 2023 @ 9:29am 
update: it seems to work perfectly if I, as in your eyes mod
1. Patch Remove the bodytype genes from the xenotypes that have them
2. Be sure and add the germline bodytype genes back for all the xenotypes
it works perfectly for all directly patched xenotypes, but I'm a bit worried about the fact that there will be some wonky misalignment for new mod xenotypes without a patch. This isn't a huge issue as the patches should be pretty easy.
whateven 10 Jan, 2023 @ 8:07am 
(cont) Unfortunately, a new problem pops up - for all the other genotypes, there's the issue:
The bodytype generated now seems to be unlinked to the bodyType genes - so for example, a neanderthal will be generated with a Hulk Body, but actually have the Fat Body gene and subsequent stat effects. I have no idea if such an issue is within the scope of your framework, really, as its a pretty odd interaction. I think I might be able to work around it by converting all the xenotypes bodytype genes to germline genes via your mod, I was just hoping to avoid this as that means some in game functinality (adding bodyType genes via xenotype editor) might be lost.