RimWorld

RimWorld

Inject Genes
128 Comments
Rovstam 5 hours ago 
Operating removes the existing Xenogerm, and when your xenogerm requires 8 archite capsules, it's kinda unreliable to do so. Please :steamsad:
Wistala  [author] 5 hours ago 
@Rovstam What's wrong with implanting/operating it in?
Rovstam 4 Sep @ 6:41am 
Could you make it so Xenogerms can be Injected?
Wistala  [author] 1 Sep @ 3:18am 
@FotisP68n It looks like the person is using the in-game's own genes so it should work? If not can you give me the names of the genepacks that isn't working and I'll see what I can do.
FotisP68n 30 Aug @ 2:41pm 
Can you please add compatibility with the new "[SH]Gene Expand" genes? I use this mod a lot and it's essential for my playthrough's and that mod adds very fitting and great genes for me, so if possible please consider update this, thank you!
Wistala  [author] 29 Aug @ 6:36am 
@Aboliax Added a link to your mod on the FAQ page. Let me know if you rather I didn't link to your mod and I'll remove it.

@amm90 It should. As far as I am aware they don't add in any new genepacks but use the ones already in game.
amm90 19 Aug @ 10:56am 
does it work with vanilla races expanded mods?
Aboliax 18 Aug @ 7:00pm 
I came to grab a link to the mod for my description, but noticed the well timed discussion. I just put out a mod that lowers the coma over time: "Xenogermination Accelerator". I often play with Inject Genes and also find I want to reduce the coma time. Right now its hard set to 1/8th reduction but I will add some settings to make it adjustable to the users preference when I get some time.
Wolferus 18 Aug @ 11:53am 
@Wistala thanks for the answer.
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
Wistala  [author] 18 Aug @ 8:32am 
@Wolferus Oh that's the game. I didn't add the coma I used the game's own. So it's the doctor part is from the game itself or you have a mod for it.

@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.
Quilava 17 Aug @ 7:32am 
Talk about good doctor to lower coma time, i never see that option, but would be nice if we have something like that, or a mod option to lower the coma time, cause the coma time just slow me down in late game tbh :sad_seagull:
Atrolysk 16 Aug @ 2:38pm 
Is there a way to lower/raise the recovery time in the settings, or would you consider adding that?
Wolferus 16 Aug @ 8:28am 
i self injected the gene and then the xeno coma thingy said "With good medical fatility and a good doctor the coma time can be lowered".
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
Wistala  [author] 16 Aug @ 3:50am 
@Wolferus It has always been self inject. So that's intended. But what do you mean by the text says a good doctor can lower it? I have not added in text that like, when and where it show up?
Wolferus 15 Aug @ 12:43pm 
Testen/played with this mod a bit. The only 'problem' i cant force inject the gene to somebody. Only self inject.
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.
Guarwo 17 Jul @ 6:14am 
Thank you for updating to 1.6 I was to dumb to figure out genes normally so this was needed lol.
Quilava 15 Jul @ 10:25pm 
LET GOOOOOOOO!!!, time to build my ultimate pawn that eat 10 time normal pawn :sad_seagull:
Nedlee 15 Jul @ 3:58pm 
Thanks!
Wistala  [author] 15 Jul @ 11:22am 
Updated to 1.6, enjoy. I do not own Odyssey at the moment so can't test that, but should be fine. Let me know if I am mistaken of course.

@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
Noheals 13 Jul @ 7:53pm 
Tested it with 1.6 and so far no issues or errors.
AmaDeus 12 Jul @ 1:33pm 
@Quilava and I am hoping you will keep you passive aggressive behaviour to yourself ... just be fckn grateful
Quilava 12 Jul @ 5:06am 
1.6 finally release, im hoping to see the update soon as author promised :cool_seagull:
Karkino 12 Jul @ 12:49am 
for those worried. this still works fine in 1.6. sadly you cant force inject into another pawn. only "self use"
King DaMuncha 11 Jul @ 10:08pm 
please update
oscarmdsh69 11 Jul @ 1:32pm 
1.6 update coming?
KawwaK 10 Jul @ 12:38pm 
I refuse to play the game without this mod! Thanks for it!
moonstar67ppm 4 Jul @ 1:11am 
pardon my earlier comment. it was disturbance from lycanthrope VRE mod. apparently it has it's own germline inject method, unlike default gene implant. when using regular gene implant from vanilla DLC, any injected xenogene from source host will carry over to new host
moonstar67ppm 3 Jul @ 12:48pm 
I got good build of sanguophage + extra injected genes, but when i implant gene to other pawn, they only retain default sanguophage. is this intended, or just a matter of sorting issue?
Wistala  [author] 2 Jul @ 5:19am 
Once 1.6 has been officially released I'll have a look.
NOT SUGAR 1 Jul @ 6:48am 
1.6pl
Oler009 23 Jun @ 5:37am 
1,6?
Simbach Vazo 5 Jun @ 2:30pm 
How's this work with Archites / Archogenes? Do you need them still or no?
Wistala  [author] 31 Jan @ 8:55am 
@Twilight @morse_feri No sorry, it's on list but it's been on the list for a while now, sorry.
mores_feri 30 Jan @ 9:24am 
is there a way to administer the genes like a drug to other pawns like prisoners? speaking of dead calm and alike
Twilight 12 Jan @ 7:55am 
Any way to have another pawn inject genes into another pawn? Or any way to allow a Ghoul to inject genes? Trying a run through where individual genes can only be injected rather than the unlimited copying via xenogerm, and have a ghoul I want to tweak genes on and the normal inject option doesnt work for him.
Pasaway 21 Dec, 2024 @ 8:40pm 
Wistala  [author] 24 Nov, 2024 @ 2:51am 
@Quilava. No, sorry, not unless you use Dev mode and remove it.
Quilava 23 Nov, 2024 @ 12:31am 
May i ask, is there a way for pond to recover from xeno coma faster? I love to build a super pond but the 2 day come every time you inject gene just too long for me :sad_seagull:
grijnskat 29 Oct, 2024 @ 9:17pm 
No, it just allows the comp to work on xenogerms.
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.
Wistala  [author] 29 Oct, 2024 @ 6:56am 
@grijnskat would that mean I wouldn't need to add patches anymore?
grijnskat 28 Oct, 2024 @ 11:29pm 
Nice mod. But if I may offer one thing to improve:
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. ;)
Wistala  [author] 23 Aug, 2024 @ 5:28am 
@King DaMuncha Look under "Compatibility" should answer all your questions :D
King DaMuncha 21 Aug, 2024 @ 7:14pm 
What about the Vanilla Enhanced genes?
ksj8775533897 12 Aug, 2024 @ 4:05pm 
thx!
JazzimoX 9 Aug, 2024 @ 11:49pm 
Reminds me a lot of the XCOM2 workshop community. Huge overhauls and tiny config tweaks everywhere. Always keeping over a hundred little mods in every playthrough.
In Rimworld my mod creep has run up to... 114. Oh dear.
Wistala  [author] 9 Aug, 2024 @ 11:11am 
@JazzimoX That's what's great with a modding community, you can play however you want :)
JazzimoX 7 Aug, 2024 @ 1:28pm 
Ah, thanks for the clarification.
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).
Wistala  [author] 7 Aug, 2024 @ 12:32pm 
@JazzimoX To the metabolism question;
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.
JazzimoX 5 Aug, 2024 @ 2:38pm 
Can I inject genes if they would put my pawn below -5 metabolism? And by the pictures, can I choose which part of the gene pack to inject instead of the whole thing?
Wistala  [author] 19 Jun, 2024 @ 6:59am 
⸢TEXT⸥ Yolojop Are the genes in a custom genepack or does it use the vanilla genepacks? The genepacks I am on about are those you can see on the banner (first picture) If he uses those then a patch isn't needed, if he does not use those but his own then yeah.