RimWorld

RimWorld

Outland - Genetics
342 Comments
l0v3rm4n69420 26 Dec, 2024 @ 6:11pm 
ah, i get it, thanks for the response
Neronix17  [author] 26 Dec, 2024 @ 11:29am 
Not particularly, I don’t have enough time to do what I want to do myself never mind what other people want too ngl.
l0v3rm4n69420 26 Dec, 2024 @ 10:32am 
2 questions, would you be open to new gene suggestions, and can we get a JOJO menacing added to the list of auras
Blackdeath502 25 Dec, 2024 @ 1:40pm 
I'v been having some problems with the canine head, some times the pawns who have the gene have the correct canine head and some times they have just a normal human head despite having the gene active.
Neronix17  [author] 17 Dec, 2024 @ 12:39am 
Thanks for the opinion but I'll stick with how I want it.
MadArtillery 16 Dec, 2024 @ 9:02pm 
Might want to update the gene description to reflect this, it was a bit of a shock. Since it does have auto tend better then clotting even at intended 100% values perhaps it should cost 3 in the least as it is a lot of effects.
Neronix17  [author] 16 Dec, 2024 @ 8:47pm 
The tending is part of the healing, though it’s meant to be 100% not 200%, I’ll take a look at that.
MadArtillery 16 Dec, 2024 @ 7:25pm 
I am a bit confused. Is regeneration supposed to instant tend injuries at 200% quality? Quite confused as to what is going on as the description was pretty tame and pretty neat. 125% heal rate and able to regrow limbs seems like a pretty legit gene for the metabolism but I don't understand what is going on with the instant tends I'm experiencing. Is this intended?
Rubus 4 Dec, 2024 @ 6:46pm 
Can you cut out parasitic pawn eggs?
mood 9 Nov, 2024 @ 4:20pm 
the ears are rendering underneath the hair for me, is this intentional?
TheBronzeWarrior 29 Oct, 2024 @ 1:09pm 
hello again! the eye graphics do not render correctly on children, this might've been caused by me using the swelte head (dunno how its spelled)
⎛⎝Tiùwilo⎠⎞ 21 Oct, 2024 @ 8:32pm 
The egg-layer gene specifically makes it so no ova can be extracted for IVF. Is that intentional or a bug?
TheBronzeWarrior 21 Oct, 2024 @ 6:01pm 
very nice mod! however, the earned ancesion genes need to be buffed. you can complete hard earned in a single day with a level 8 melee fighter and a decent sword.
NerdCuddles 22 Sep, 2024 @ 5:04pm 
Sickel claw but no featherss or raptor head or anything? scammed
Neronix17  [author] 22 Sep, 2024 @ 2:23am 
Probably because requiring one of any tagged gene isn’t possible without new code, vanilla only allows for direct gene requirements.

I’d also love a UI overhaul for both the editor and the gene tab on pawns, both break pretty badly and become unusable with “too many” genes on a xenotype or pawn
Bekky 22 Sep, 2024 @ 12:48am 
Half the value of this mod is organising the xenotype editor, the other half is not to be held lightly. But just the organisation work is alone worth it's own QOL mod, idk if there's a mod that makes the xenotype menu better in general but I need it.

Offtopic from that, it's kinda wild how a tail has to be prehensile or not and making it prehensile isn't itself a gene that simply requires a tail, I have to wonder why someone hasn't done that yet.
Carl 12 Sep, 2024 @ 10:24am 
I believe this conflicts with Big and Small gene's 'doesn't eat' gene, causing it to not work when loading into a save
Xenometer 11 Sep, 2024 @ 6:32pm 
When a pawn is hatched using the egglayer gene it doesn't let me name the newborn baby. How can I fix that?
Kasa 25 Aug, 2024 @ 3:01pm 
That's far, just more a heads up since you list it as a recommended mod and future users may confused as to what's going wrong.
Neronix17  [author] 25 Aug, 2024 @ 2:43pm 
Using abstract bases is very common and standard practice for RimWorld modding, the exporter not accounting for that is not my problem.
Kasa 25 Aug, 2024 @ 2:34pm 
Your OutlandGoblinoidBase file makes it impossible to use custome xenotype exporter to patch Goblinoids without first commenting out the default genetics you gave them.
Voldrath 24 Aug, 2024 @ 7:26am 
The xenotype specific implanter genes are unusable by pawns incapable of violence. Not sure if this is deliberate. The biotech implanter that Sanguophages get still works in those pawns. I noticed the firespit no longer works for nonviolent pawns either. possibly an ability code change in 1.5?
Yummyyuck 10 Aug, 2024 @ 1:09pm 
Please continue to add things to this mod, even if they're the most random useless genes you can think of. I just love making new random races with the things this mod provides. The more stuff in the mod, the more creative people can get
Neronix17  [author] 3 Aug, 2024 @ 6:31am 
Removed in 1.5 to be replaced later
Dr Jimothy 3 Aug, 2024 @ 2:43am 
I love this mod. I could've sworn the following features came from it, but can't find them:
- Xenotype egg layers.
- Xenotype gestators/birthers.
Are these reliant on the presence of another mod, been removed, not even from this mod (but the icons were the same), or something else entirely?

Also thankyou for making this mod! It's awesome!
MercuryRiver 2 Aug, 2024 @ 1:32pm 
Well I tried to open a discussion about the ear thing, but it didn't work for some reason. I almost uninstalled the mod, but really didnt want to lol, so I tried fixing it myself. This works for me, anyone having trouble feel free to throw into an xml and use:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>Defs/GeneDef[@ParentName='Outland_GeneEarsBase']/renderNodeProperties/li/drawData</xpath>
<value>
<drawData>
<defaultData>
<layer>70</layer>
</defaultData>
</drawData>
</value>
</Operation>
</Patch>
fwoosh waaaaaaaaaaaaaaaaaaaaaaaa 25 Jul, 2024 @ 4:44pm 
I am having the same issue as Captain Frost20 and MercuryRiver, from the side view ears are behind hair layer
Halicade 19 Jul, 2024 @ 3:50pm 
Hello! I noticed that the Xenotype implanter gene implants genes twice. Once as germline genes and again as xenogenes if the genes are inheritable. If they aren't inheritable, it implants them as germline genes only. Was just wondering if this was intended?
GingerDeadMan 5 Jul, 2024 @ 11:15am 
i know this a long shot but the mod i used that added a centaur body removed it for some reason. any chance i could beg or donate to get one added to this mod. I have a world built to be like an old game i played on sega saturn and the lack of centaurs ruins the vibe.
Captain Frost20 4 Jul, 2024 @ 8:08am 
It looks like ears, or at least the foxie ones, seem to be on a lower layer then hair so the hair is covering the ears from side view.
Average Genestealer 22 Jun, 2024 @ 2:15pm 
question- what's the inspiration for the trencher head?
flaicher 17 Jun, 2024 @ 2:25pm 
Hi. How would one go ahead and disable the whole implanter and ascension features this mod comes with? I can see the value of the features but they're not for me.
Mirko 24 May, 2024 @ 5:32pm 
So hey i am not sure why, but the egg laying feature, where the pawn lays an egg of a different xenotype, seems to disappear when moving to 1.5, would that be a bug or is it intended?
VeggiePirate 27 Apr, 2024 @ 11:59pm 
Hey @Kaedys, thanks for documenting that process! It worked perfectly for me and the short copy/paste templates saved me lots of time too.
Kaedys 24 Apr, 2024 @ 12:28am 
@fallenscion wrote up a quick tutorial on taking a custom xenotype you've made in-game and manually exporting it as a "mod xenotype" by creating your own quick and easy local mod for it. Instructions were too long for Steam comments, so I threw it in a pastebin: https://pastebin.com/SxKUYstu

As far as I understand how it works, simply converting your custom xenotype to a modded one like this should be sufficient on its own to create a generated ascension gene for it.
Neronix17  [author] 24 Apr, 2024 @ 12:21am 
Then look at the xenotypes the system was exclusively made for in the first place as an example, the Outland - Redburn Pact ones.
fallenscion 23 Apr, 2024 @ 11:31pm 
Basic tutorials are fine, but I'm not knowledgeable enough in any way to replicate the auto-generated Ascension Genes for a specific xenotype.

<defName>Outland_XenotypeAscension</defName>
<label>{0} ascension</label>

Being able to pull that isn't helpful if I don't know how to lock in the {0} in the Xenotype def itself. And flailing around in XML tutorials has been a really shitty way to spend an evening.
fallenscion 23 Apr, 2024 @ 12:49pm 
With Custom Xenotype Exporter not yet updated to 1.5 (and it seems unlikely to be any time soon), do you have suggestions for how to best handle custom xenotype ascensions?
MercuryRiver 18 Apr, 2024 @ 6:58pm 
I don't know if I didn't notice before or if this is new, but ears don't show up left and right facing because they're under the hair? I don't think this was an issue before
MercuryRiver 9 Apr, 2024 @ 10:02pm 
Thank you for clarifying! That makes a lot of sense, I was mostly just curious because I like them but didn't see them in game and was wondering if I'd ever be able to use them
Neronix17  [author] 9 Apr, 2024 @ 5:48pm 
They were replaced recently, that's the old angel wings texture, which might as well BE bird wings, there's a lot more than is shown in the description nowadays, look in-game at the xenotype editor to see a proper list of them all.
MercuryRiver 9 Apr, 2024 @ 5:46pm 
Hi there, question for you. The bottom middle wings in the wing preview don't seem to be in the mod, is that future content or cut content?
Also, I love your wing gene textures the most out of all the ones I've seen so I have to ask, would you be opposed to adding a 'bird wings' option, that maybe just uses the angel wing texture but pulls color from hair or something? That's the one wing type I feel is missing.
Auster 4 Apr, 2024 @ 12:23pm 
Thank you very much for updating this mod. Cannot play without it. :)
Galb 1 Apr, 2024 @ 10:29am 
Ok i was just making sure it was on my end. Thank you
Neronix17  [author] 1 Apr, 2024 @ 10:23am 
No.
Galb 1 Apr, 2024 @ 9:06am 
Was the ability to ascend removed i cant seem to find any ascension genes?
Ano 31 Mar, 2024 @ 10:16pm 
is their a faster way to customize the egg fatigue, trying to have an insectoid gameplay
TeH_Dav 28 Mar, 2024 @ 5:06pm 
My bad man. :(
Neronix17  [author] 28 Mar, 2024 @ 1:58pm 
My fault for not being explicit every time I have to repeat the description, a Hugslib Log specifically. the normal one is missing most of the useful information. My only guess is that you are missing a dependency, since one error among the MANY you have refers to missing Tabula Rasa.