RimWorld

RimWorld

[BT] EyeGenes2 | Base - [NL] Facial Animation |
255 kommentarer
DanZinagri For 1 time siden 
Just wanted to report a minor issue. It seems this and ReSplice both touch VoidTouched; it seems the fix is to load this before ReSplice, so just wanted to post this here for anyone else or if you wanted to make a note of it.
OgnirRats 21. sep. kl. 13:03 
goat mod, fixed gene eye color issues for me (showing thru closed eyelids, protruding when pawn is sideways ect)
PORCINE DRIED BLOOD MEAL 20. aug. kl. 1:41 
Never minds it's a mod conflict with Reel's FA. Sorry!
Fibre🌹 20. aug. kl. 0:46 
Wanted to ask, once I loaded it in.. is it normal that every colonist has different coloured eyes now?

And will you have a patch that works alongside Archotech Genetics
PORCINE DRIED BLOOD MEAL 18. aug. kl. 18:26 
I also can't change the eye color via Character Editor, the button is there but picking a color does nothing.
lloki 18. aug. kl. 8:58 
Sorry, I can see it's natively supported, silly me. Though I was having some issues in-game and couldn't really add them by character editor. I need to check again I guess.
⸸STYLOX⸸ 8. aug. kl. 0:43 
love this mod
lloki 7. aug. kl. 14:28 
Any plans to make it compatible with Reel's Facial Animation Textures?
No Mic Tweetus 2. aug. kl. 14:10 
How do you change people's eye colors with dev mode?
No Mic Tweetus 1. aug. kl. 23:09 
Are non-brown eyes just super low? I never see hazel, green, or blue.
тетеря, блин 25. juli kl. 21:19 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/GeneDef[defName="Eyes_Red"]/renderNodeProperties"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=32
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\2898151329\Versions\1.6\Patches\Patch_FacialRemoveEyes.xml
...
https://gist.github.com/HugsLibRecordKeeper/4e8a4b5f7b8ddd04395be02da4957b42
BB7 25. juli kl. 13:22 
Hi, would be possible to make a gene that when you add it, it chooses a random eye color from the (EyeGene) pool?
I ask this, because... when making custom xenotypes, I always need to add every single gene in order this to happen, making the gene tab huge as fuck.

Anyway, thanks for the mod, your work is well appreciated. :steamhappy:
тетеря, блин 20. juli kl. 15:31 
is it possible to make a framework that would allow having different types of faces per different factions? Or maybe bound to a gene. It would be super cool to make different factions look differently, something like nations.
Niniisan 20. juli kl. 7:05 
@Iloki that's because it's a gene, so you need to go to the xenotype editor.
тетеря, блин 19. juli kl. 5:39 
is it possible to make it compatible with this somehow?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2682310477

or maybe add it to the list as incompatible, if so.
Fred_Flo 18. juli kl. 19:41 
Thanks a lot OPERATOR!
Sephira jo 18. juli kl. 19:04 
No matter what I do I can't seem to choose the color at creation using the Character Editor or Prepare Carefully, is there a way to do so?
lloki 18. juli kl. 11:22 
Hi, what if I only want the colour eye to be applied to the xenotypes which have them? Currently it patches everyone.
OPERATOR  [ophavsmand] 18. juli kl. 2:34 
That is to be expected! It should still work for every race except Starjack, SpawnThoseGenes just has to update and that error should go away :)
Monbland 18. juli kl. 2:28 
[[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
SA†AN 17. juli kl. 22:10 
Thank you for the update!
Much appreciated.
OPERATOR  [ophavsmand] 17. juli kl. 21:56 
Updated!
OPERATOR  [ophavsmand] 17. juli kl. 21:13 
1.6 Compatibility complete! Will become available shortly! Sorry it took so long I had other things I had to do first.
lloki 17. juli kl. 11:17 
Hi there! Will you patch Cinders of the Embergarden at some point? :)
cykonetic 16. juli kl. 20:57 
so each is just it's fraction of the sum. I kind of figured but I was sure I read that it was supposed to total 1. Looking forward to your official release.
OPERATOR  [ophavsmand] 16. juli kl. 20:45 
Mod is already working for 1.6 on my end, just adjusting it atm as for the sum the way SpawnThoseGenes works is that it doesnt have to equal up to one, it just shifts the likely hood of being selected, basically a weighted table. 10 is wayyy more likely to be chosen whilst 0.1 is stupidly rare. etc
cykonetic 16. juli kl. 20:14 
I have your mod working in 1.6. I can save you the effort and pass the updates along if you would like?
cykonetic 16. juli kl. 7:20 
<3 your mod but you need to double check your race patches. The sum of all the values should equal 1, It appears as though the decimal got shifted for a few of them.
DuckGoosebear PrairieDogLover 15. juli kl. 23:49 
this mod is so cute btw
LifeisGame.inc 15. juli kl. 20:55 
@Operator I love you
Fred_Flo 15. juli kl. 10:26 
@OPERATOR Thanks!
Bo0Mz 15. juli kl. 7:36 
@OPERATOR thanks for your hard work :cozyspaceengineersc:
-=Einherjar=- 15. juli kl. 6:28 
@OPERATOR Thank You Gods speed! Code like a wind xD
OPERATOR  [ophavsmand] 15. juli kl. 2:10 
Hah! Good one below! But jokes aside sorry its taking so long I'm currently a bit swamped on other projects atm, but I will try and find some time sometime this week to take a crack at updating most of my mods, thank you for your patience!
timeforend 14. juli kl. 7:27 
recommendation: never update this mod to 1.6 to spite the guy beneath me :p03:
RAD EMERALD 13. juli kl. 6:44 
PLS NOW UPDATE 1.6 F*****G!!!
Kazzier 12. juli kl. 11:07 
Just want to say thank you for the work you are doing on this. Looking forward to it's release. Have a great day.
Fish n' Chips 12. juli kl. 10:21 
Seems to work fine with 1.6 as long as you don't mind Starjacks not having eye genes. You can always go and add the genes to any colonist Starjacks if it bothers you!
DuckGoosebear PrairieDogLover 10. juli kl. 18:40 
@OPERATOR thanks you're the best!
RAD EMERALD 10. juli kl. 12:13 
pls now update 1.6???
OPERATOR  [ophavsmand] 8. juli kl. 13:00 
1.6 coming out shortly :>
CallMeChunLi 21. juni kl. 20:40 
I'd love a 1.6 version. No rush.
cykonetic 6. juni kl. 6:09 
I really enjoy the personality your mod adds to my pawns. I recently added a few of the VRE races and noticed some were lacking eye color. I am trying to patch them but failing miserably. I am new to RimWorld modding ... are there any conventions I should be aware of?
Gummy_Bone 28. maj kl. 4:18 
OK thank you for your help.
OPERATOR  [ophavsmand] 28. maj kl. 3:02 
if you remove the gene and edit the colors with a external mod you can technically do that individually, since then the gene wont overwrite it, but it wont pass to offspring sadly.
Gummy_Bone 28. maj kl. 2:29 
Dang well thank you for the response. I just downloaded it and i was wondering i have pawn in her 3rd trimester and I dev mode the eye colors for the parent will the baby get one of the colors if she was already expecting. Sorry if its a silly question i'm new to biotech baby's.
OPERATOR  [ophavsmand] 28. maj kl. 0:21 
Currently no, but we did want to make it in the future when I have time.
Gummy_Bone 27. maj kl. 22:37 
Can i make Heterochromia "different-colored eyes" possible to inherit?
Imagine12 6. maj kl. 19:58 
Alrite, guess I'll just dev them in
OPERATOR  [ophavsmand] 6. maj kl. 16:44 
Already spawned pawns will NOT have eyegenes, however any new generated pawns will.