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@amm90 It should. As far as I am aware they don't add in any new genepacks but use the ones already in game.
And cool that the feature to lower coma time will come some day.
I dont know much about modding rimworld, but would it posible to force the genepack injection to others?
Even if the mod would stays how it is. Thank you for modding this in how it already is <3
@Atrolysk On the list. No ETA, sorry.
@Quiala On the list as well. Both of you can use turn on the dev mode, then go god mode, then back into the Health menu and you should have an option to remove it entirely. Not optimal and immersive breaking, but better than nothing for the time being.
And that coma came from the self inject from this mod. Soooo i though that text implies that doctors can inject the genes at others to lower the coma to maybe 1 day
The text of the coma says that a good doctor could lower the time of the coma. But if its only self inject it makes less sense.
@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3018955558
In order to make the XML patching obsolete one would need to change the code from being a comp to a thingClass and patch the base class (GeneSetHolderBase) via Harmony.
Wouldn't do that. Comps are better than thingClass since you can stack the former until you puke, while a thingDef can only be one thingClass.
However, the XML patches can be simplified. Currently every thingDef gets its own patch operation.
Changing the XPath from
Defs/ThingDef[defName="Genepack"]
to
Defs/ThingDef[thingClass="Genepack"]
in
AddGeneToGenepacks.xml
removes the need for all other patches.
In other words: currently the patches target every item separately, like the Biotech Genepack, the Alpha Genes Alphapack and Mixedpack, and so on. With the changed XPath one patch targets the whole item category.
the reference to the Genepack class in GetCompleteGeneList() should be replaced with ..parent.GetType().BaseType == typeof(GeneSetHolderBase).
This way your code becomes compatible with any ThingClass that can hold genes, like Xenogerm injectors. For ppl like me, who like to craft an injector first, instead of chugging down raw genepacks. ;)
In Rimworld my mod creep has run up to... 114. Oh dear.
If I may, I also really enjoy the Gene Reprocesser mod, which adds a building for it + some time/resource cost. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3277539761
Really helps me tailor genes before making xenogerms (or just straight up drinking them into my genetic code).
I have actually never tested it that far so I am not sure. The test I did was done with no mods, to make sure it worked, but I didn't it test that far, and since I use a mod that removes the metabolism altogether, I can't tell if it does or not. It's either going to allow it, or block it.
To the choosing which part;
No, you can't choose, all the genes in the pack will be injected unless there is a duplicate gene in that case you can't inject it at all. I suggest using Split Genepack https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2905371517&searchtext=Split if you want to split your genes.