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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
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.
- 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!
<?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>
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.
<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.
https://rimworldwiki.com/wiki/Modding_Tutorials
https://www.w3schools.com/xml/
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.