RimWorld

RimWorld

[LFS] Genes Expanded - Blood
35 Comments
Lightning Larry the Lockie  [author] 31 Aug @ 6:26pm 
@majorinconvenience, im not to sure what you mean? you can choose a bunch of bloods and it will choose randomly from them, but skin and hair are random on spawn only if it doesn't already have blood.
majorinconvenience 31 Aug @ 2:43pm 
is there a way to make bloodtype randomized like how you can do with horns, skin colors and hair colors?
Lightning Larry the Lockie  [author] 26 Aug @ 4:10am 
@imperlor the patch i posted will do everything, as the blood filth already has a graphic data tab with `<color>(243, 240, 143)</color>` so they just need to hook into that the same, as thats what VE gives us, would make it compatiable with lots of mods if done that way
Imperior 26 Aug @ 3:59am 
Is this more or less the patch format that you'd ideally have access to?

<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData/graphicClass</xpath>
<value>
<graphicClass>BloodDries.Graphics.ColoredGraphic_ClusterTight</graphicClass>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData</xpath>
<value>
<color>(0.97, 0.95, 0.5)</color> <!-- example -->
</value>
</li>
</operations>
</Operation>
</Patch>
Imperior 26 Aug @ 3:58am 
Ah, I think I understand what you mean. I can't fully wrap my head around the code, if I could I'd be helping to make a fork and pull request, but I think I understand the logic. You can patch it on your end such that Blood Dries latches onto the new filth defs, but there is no way to control the color as the blood dries, right?

I will share that info with the Blood Dries dev. They seem pretty skilled, it might not be too complex for them to spaghetti this one additional parameter.
Lightning Larry the Lockie  [author] 26 Aug @ 3:23am 
@Imperlor you can find what i mean with this screeny

https://imgur.com/1VikjPE
Lightning Larry the Lockie  [author] 26 Aug @ 3:21am 
@imperlor I have identfied why this is breaking, long story short, it spawns in a cusom blood graphic which needs to be setup for each blood type....

This is alot of work to patch so its going to take some time. one of the major issues is even with my patch, the blood is red and I have no way of implementing color, this more than likely will require you to contact the auther of `Blood Dries' and see if he will implement color value that i can hook into otherwise i can't really patch it 100%

```
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="GEB_Filth_Yellowfin_BloodSmear"]/graphicData/graphicClass</xpath>
<value>
<graphicClass>BloodDries.Graphics.ColoredGraphic_ClusterTight</graphicClass>
</value>
</Operation>
```

Each blood type needs a patch like this, and a way for the RBG of the blood to be changed, which
Imperior 26 Aug @ 2:25am 
Here you go, the page also has a link to the source code too. Honestly, thank you a lot for looking into it. I tested removing Blood Dries and that fixes the missing texture issue. The cause might have to do with the contents of the Graphics_Cluster_Patch.xml file. I have no idea why this mod breaks blood smears but not normal blood, but honestly Rimworld modding is still rather arcane black magic to me. lol
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3263093948
Lightning Larry the Lockie  [author] 26 Aug @ 2:04am 
@imperior HMmm im unable to replicate it on my side with just my mod, could you please link the blood dries mod, I think the blood dries is causing the issue here. as I personally use Yayo and blood animations with no issues.

It might require patching from my side, which if it does Il have an update for it.
Imperior 25 Aug @ 10:35pm 
I opened dev mode, and used the inspector, the filth that is glitching is called "IronOre Blood Smear", that is for those orange blooded impids that otherwise used Orange Blood. In the log I noticed this suspicious line "CloneColored not implemented on this subclass of Graphic: Verse.Graphic_ClusterTight" that might be related?
Lightning Larry the Lockie  [author] 25 Aug @ 9:33pm 
@imperior, hmmmm that's odd I've never had that issue. Il investigate it, there should be an error km the logs as it's failing to load a texture. It might be hidden due to large warning or logs
Imperior 25 Aug @ 8:00pm 
I didn't get any errors in the log relating to this mod, which is odd. In regards to blood/animation related mods, I'm using yayo's animations, and blood dries. That I can think of, those would be it. https://pasteboard.co/lGU1amEVvVvO.jpg this is what it looks like with the mod, and this is what it looks normally https://pasteboard.co/YJg6qBd39ZTz.jpg .
Lightning Larry the Lockie  [author] 25 Aug @ 4:05pm 
@imperior can you please post the error log your getting, very hard to debug without it. It could be a conflicting mod, also which blood are you using??
Imperior 25 Aug @ 8:17am 
I just want to say your mod is really cool, and adds a bit of differentiation between the xenotypes that was badly needed with just the base DLC. I am having a glitch, which no else has commented about yet. For some reason when a pawn is doing that crawling animations that leaves a bloody smear I'm getting a texture missing box instead. I don't know if that animation is part of the base game, or vanilla expanded, or yayo's. So I thought I might as well ask just in case I'm missing something?
Lightning Larry the Lockie  [author] 10 Aug @ 2:25am 
@side1Iner, thank you for picking that up will add it to the required now.
Side1iner 10 Aug @ 2:23am 
Too bad this blood mod also depends on the VE framework - you should add it to the reqs here on the workshop page! Looks really good otherwise!
Runzu 22 Jul @ 8:34am 
Thank you so much! You've been kind with your time. :slimetabby:
Lightning Larry the Lockie  [author] 22 Jul @ 6:42am 
Hello again @Runzu I actually had time, so a patch has been applied, the colors can be seen here

https://imgur.com/a/d5Fx8EC
Lightning Larry the Lockie  [author] 22 Jul @ 2:26am 
Hello Runzu, Sure can give it some patches, but there is alot so it will be in maybe a week or 2
Runzu 21 Jul @ 5:56pm 
Hello! Do you think you could patch https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2977454722 ? I believe in you picking the best color choices! :slimetabby:
mungeater999 21 Jun @ 10:24pm 
hemospecturm
Lightning Larry the Lockie  [author] 8 Jun, 2024 @ 8:06pm 
@Samuel_Butcher, IF its not on the patches page it wont change anything on that mod, Most of the races that add in their own blood wont be touched by this one :)
Samuel_Bucher 8 Jun, 2024 @ 3:26pm 
How does this interact with Vanilla Races Expanded - Genies? It adds its own blue blood color gene that genies use.
it's rachel! 4 May, 2024 @ 8:49am 
having flashbacks
silver_tatzelwurm 3 May, 2024 @ 8:44am 
H.... Homest- *gets shot*
creatura.exe 30 Apr, 2024 @ 11:44am 
yay!
Lightning Larry the Lockie  [author] 30 Apr, 2024 @ 3:59am 
Have patched Charmweavers - Patched they will now spawn with grape purple blood
Lightning Larry the Lockie  [author] 30 Apr, 2024 @ 1:59am 
@creatura.exe Il add a patch for it :) is there a specific colour you think it should be?
creatura.exe 29 Apr, 2024 @ 9:27pm 
do you plan to add charmweavers to the patches? :D
Rubus 28 Apr, 2024 @ 8:33am 
im doing it man. im makign it hapen
Lightning Larry the Lockie  [author] 27 Apr, 2024 @ 8:01pm 
@antz2k3, I haven't tested it, but it should be. All it does is add blood, genes, flith and patches blood for the xenotypes. so should be.
Orbital John Shock Trooper★ 27 Apr, 2024 @ 9:44am 
Is is save compatible? :)
Lightning Larry the Lockie  [author] 24 Apr, 2024 @ 7:31pm 
@odysseyLotus, No worries :) thank you for that will add it to the patches collection
OdysseyLotus 24 Apr, 2024 @ 1:16pm 
Hey! Just wanted to mention that I added compatibility for this mod in my mod ( Seren ). They'll have the plum blood gene if this mod is active :)
Kyrox 24 Apr, 2024 @ 4:23am 
First