RimWorld

RimWorld

CRIMSPR - Core Module
13 Comments
VolatileGlitchAviator 16 Feb @ 12:54pm 
Could always ask mille
StarFor_222 3 Jun, 2024 @ 11:51pm 
update plz
Agent Washington 13 May, 2024 @ 3:31pm 
Will this be updated any time soon?
Phrozehn 5 Nov, 2023 @ 11:34am 
@Jenkem Love your mod!

Is there a way to set it so that xenotypes we make who's gene are xenogenes (non-heritable) can go without skin genes in the xenogerm, but still have them in the endogerms?

The issue I'm having is that VRE - Fungoids spawn with albinism with this mod installed. I believe it's because their xenogerm doesn't contain skin colours because they overlay their xenogerms onto their victims.
pikakirby11 6 Apr, 2023 @ 8:15am 
Could you add an option to edit or choose the skin tones that spawn naturally on normal pawns. the pink one doesn't look right in my opinion and I don't feel like the dark red doesn't works either and I would like to find a different one for my native American pawns. Both make the pawns look like different xenotypes in my opinion.
Agent Washington 28 Feb, 2023 @ 4:09pm 
I've been trying to add some custom xenotypes to my games but I can't seem to get them to work with the spawn chances of skin. The xenotype automatically defaults to albinism, and, for whatever reason, their hair is always white, despite having a gene for different colored hair. I'm really not sure what i'm doing wrong and was hoping you might be able to help.
Jenkem  [author] 22 Dec, 2022 @ 11:38am 
@~Starfruitz~ Neradon, dev for the framework we use, has updated his mod to resolve your issue! Thank's so much for letting us know about the oversight; you can now make custom xenos in game without worry
Jenkem  [author] 22 Dec, 2022 @ 11:11am 
@Thundercraft As for question two, modded xenotypes work fine with this mod. If they are assigned a skin color or two, those xenotypes will get those skin colors only, though if they don't come with any skin or hair color, than the game chooses albinism skin and a hair color at random---that's hardcoded, but the pawns can be adjusted with dev mode. If the xenotypes want to be as extensive in the variety of possibilities per gene category, that would require a patch to add that variety!

If by races you mean ones that use Humanoid Alien Races, from what I'm seeing those work completely differently from xenotypes, and work fine with baseliners as is, just the cosmetic genes won't be rendered. Working with HAR will come later.
Jenkem  [author] 22 Dec, 2022 @ 11:10am 
@Thundercraft Yup, on the first question, everything is balanced behind the scenes. Humans only spawn with humanish skin tones and the other vanilla xenotypes spawn with their own skin/hair tones in the same way; Wasters only the greys; Impids get shades of Red, Orange, and Yellow, but only more blondish hair; Yttakin get wookieish and hair colors, mostly lighter ones because they come from an icy homeworld according to lore; etc.
Thundercraft 22 Dec, 2022 @ 6:31am 
This is an ambitious mod project.
Quote, "Adds 77 new hair colors"
Quote, "Adds 83 new skin colors"

I am assuming that baseline humans, by default, can naturally only be found with some of those hair color genes? (And, perhaps, only some of those skin colors?) In real life, humans can not be born with, say, green or blue or purple hair. If such hair colors existed (outside of hair dye and such), they'd obviously be the result of genetic alterations.

Also, what about support for the many, many race mods out there? Are you going to have built-in patches for the most popular race mods? Because certain races are going to have, by default, only certain hair colors, skin colors and eye colors and a lot of these will be different from baseline humans.
Starfruitz 21 Dec, 2022 @ 7:51pm 
Okay! Thank you so much!
Jenkem  [author] 21 Dec, 2022 @ 7:15pm 
@~Starfruitz~ Hey! I'm looking into the custom xenotypes issue now; it's very odd but has something to do with how skin is coded.

As for the regular baseliners, I had some of them have pinkish and reddish skin because some humans have pinkish or reddish skin! I may alter the spawn chances and/or colors, but for now, check my three suggestions in the Q and A. (adjust "Patch_AddSkins.xml" for #2)
Starfruitz 21 Dec, 2022 @ 9:35am 
Hey, some of my baseliners have red or pink skin, even some of the xenotypes i create with pale skin sometimes get pink red skin and I'm wondering how to disable that from happening