RimWorld

RimWorld

Animal Genes
54 Comments
s_m_w  [author] 7 Sep @ 11:01am 
Thanks for the comments, just wanted to quickly acknowledge that I am appreciating the feedback, but haven't quite had time to investigate properly.
Tathar 7 Sep @ 10:49am 
Unusually sized sapient animals (like prairie dog at size 4.00) are displayed away from the tile they're actually supposed to be on. Not sure if this mod is to blame, or one of the prerequisites.
Tathar 5 Sep @ 11:18am 
Is this mod the one that's categorizing a prairie dog as a canine, or is it one of the dependencies? A prairie dog is a rodent, so sapient prairie dogs shouldn't be romancing canines instead.
Tathar 15 Aug @ 7:44pm 
It seems that the Random Spawning Genes mod interacts with this mod in a way that makes the animal affinity genes not trigger even when their requirements are met, if they're added to a pawn by the other mod. Is there any other way to start out with a sapient animal?
Tathar 15 Aug @ 7:36pm 
Activated horse affinity seems to be missing the rideable icon in the caravan menu. Are rideable sapient animals possible? It was always the best part of Pawnmorpher for me to see the horses pack their own caravans before the still-human pawns hop on and ride.
Evenstaar 11 Aug @ 2:02pm 
huuhufhuajssdjs rat poisoning...

I think I just had a stroke. Totally leaving that there.
lakefishHAXX 1 Aug @ 2:31pm 
Does.. this also let animals do pawn work types? If so, then i'm going to do a rat-only colony, with the goal of making a space station of *only* rats.
Guineatown20806 30 Jul @ 11:14am 
There was another BaS-Framework around an hour ago. Anyone having issues? Because my game launches but the entire Main menu is bugged.
Cactus.jpg 30 Jul @ 9:16am 
Animals should have the genes for their ears + tail + any other features that have associated genes already. I want to make cat people by extracting the genes from actual cats.
DracoHoribilis 30 Jul @ 8:01am 
Yeah you have to remove the mod, restart the game and add it after so steam downloads the files a-new
s_m_w  [author] 30 Jul @ 6:02am 
Steam can sometimes be slow with updating mods. I'd suggest you try verifying your game files, or re-subscribing to the mod. Everything works fine on my end, so either it is a different issue or steam hasn't updated for you properly
tofu豆腐並不腐 30 Jul @ 5:42am 
@s_m_w The mod still crashes now
DracoHoribilis 30 Jul @ 5:07am 
@s_m_w Allright, nice, thx. Yeah I guess that happens at times. Love the mod btw, "shorty" My hamster sidekick is my favourite, dont want to loose her.
s_m_w  [author] 30 Jul @ 4:17am 
@DracoHoribilis
Turns out there was a Big and Small Framework update just a few hours ago that broke things. Fixed now
s_m_w  [author] 30 Jul @ 4:02am 
@DracoHoribilis
There was a rimworld update yesterday, could be the culprit.. I'll take a look!
DracoHoribilis 30 Jul @ 3:42am 
This is by far my favourite mod and it worked perfectly until today, when I loaded in to keep playing my saved file, all mods where gone... I added them again but with no luck. So I decided to replay with as few mods as possible. This mod, even solo crashes the entire game. Somethign happened between last night and today, some change or something, either way, this mod is the culprit and I tried everything, because I LOVE THE MOD! :/ anyone know the root cause?
arget03 28 Jul @ 2:14pm 
Since, all I can get from cats is Strong Stomach, Carnivore, Robust Digestion, Sharp Claws, various affinities, and body size genes. No furskin, no ears, no tails, no whiskers.
arget03 27 Jul @ 5:54pm 
It only works with the vanilla gene extractor, not any of the modded ones. It makes it pretty hard to get anything, since it just repeats a lot.
csc001 26 Jul @ 6:50am 
very nice mod:steamthumbsup:
Pet Mudstone 22 Jul @ 10:08am 
That was fast! I can confirm that my current save works fine with this mod enabled. Thanks a bunch!
The nefarious wooly crab...
greenbone 22 Jul @ 9:49am 
This goes exactly in a direction that should have been in biotech - animals and humanoids alike should have genes and share them in both directions! I would love if the mod would extend bidirectionnaly - Imagine implementing a sentient or pawn gene to animals and they would start to behave like colonists. Would be awesome!
s_m_w  [author] 22 Jul @ 9:45am 
@Pet Mudstone
Just released an update that should fix the incompatibility! Turns out those crabs have really weird wool that broke the gene generator.
s_m_w  [author] 22 Jul @ 9:09am 
@Pet Mudstone
Thanks for the report! Rimworld resets the modlist if something goes wrong during game startup. Since this mod generates genes and other things on startup, if that goes wrong, it goes really wrong! I'll investigate the mod and either make it compatible, or mark it as incompatible
Pet Mudstone 22 Jul @ 12:30am 
This massively breaks RimWorld when used alongside Mashed's Ashlands .

It causes Rimworld reset the loaded mod list to just RimWorld and any component DLCs. The error log shows basically everything from every mod complaining about something to the point where I think posting the log would be useless (15k lines, when I copied it!). I confirmed this to be the case by loading Ashlands and Animal Genes (alongside dependencies) along with each other.
Fokson 20 Jul @ 8:02pm 
@s_m_w Regarding rare genes, I think this may still be a bug. The animals now have 'genes regrowing' so I'm pretty sure I've got the update, but I have extracted 18 genes from ducks and have received nothing but 'strong stomach' and 'robust digestion'. I'm sure they must have more than that?
D0g3r1up5 20 Jul @ 7:43pm 
Can I extract the genes of a downed animal?
zzzdragon25 18 Jul @ 1:52am 
Severe incompatibility with insect girl. Many red error on start up. Most of them are "could not load texture2D" errors.
414 Malinovsky Too Long 17 Jul @ 3:56am 
Thank you for your reply!
s_m_w  [author] 17 Jul @ 3:11am 
@HEX: Malinovsky
There was in fact a bug that made the affinity gene absurdly rare while extracting. It's now fixed. Animals will now also correctly get the gene regrowing hediff, and the gene extractor UI should work as expected
414 Malinovsky Too Long 16 Jul @ 5:25am 
Also, I probably didn't read something, but I still didn't understand how to get the "Affinity" gene. All that fell to me from camels were endless genes for resistance to heat/cold, a couple of times a gene for milk, for weapons inside the body and that's it.
414 Malinovsky Too Long 16 Jul @ 5:23am 
I noticed that when using this mod, animals do not have a cooldown for gene extraction. I can extract genes from the same camel infinitely. Will there be an option for at least a certain break in gene extraction in the future?

Also, after gene extraction, the operation seems to either be updated by action or simply not canceled. The animal moves away from the gene extractor, but I still see the action and path assigned to it. I can cancel this action without consequences, and assign the extraction again, but this should probably happen automatically.
Sauron 14 Jul @ 2:42pm 
About affinity mechanods, i got actually funny story :
Before this mod even released i noticed that for SOME REASON i could see mechanoid mood status, and if they had cargo in caravans, they actaully could use go-juice, pretty hillarious
s_m_w  [author] 11 Jul @ 9:54pm 
@name Jeff
Since most of the genes are procedurally generated, that is not easily possible. What change were you looking to make?
name Jeff 11 Jul @ 5:14pm 
how do I edit pre-requisites for affinity?
s_m_w  [author] 10 Jul @ 12:39pm 
Requiring both herbivore and carnivore is definitely not right, I'll get that looked at!
ILoveDNB 10 Jul @ 8:22am 
ok i am tying to get a sentient SCGoldenRetriver from the "Spidercamp's Dog Pack (Continued)" mod but i am running into problems activating the affinity gene. i have all genes but i cant active all as it requires both carnivore and herbivore at the same time

i can luckily still force it with dev mode for my upcoming Odyssey play-though but its probably a good idea to make a rule that prohibits both from being a requirement
cow of french 3 Jul @ 10:46am 
we are one step closer to an FEV for furries
WirgoCraft 30 Jun @ 2:27pm 
Nice having humans turned mechanoids could lead to many interesting stories. (I wonder if it would be possible to have them still have a mechinator overseer like it would give some stat boosts but could also snap them out of mental brakes.[If this would be possible I could also see converting hostile pawns and having them get inslaved after. with thier mechanitor having some control over them.{but I don't really know how doable that would be.}])
s_m_w  [author] 30 Jun @ 11:16am 
@WirgoCraft
Technically that already works, I think. Mostly untested, since mechanoids are still experimental in B&S Sapient Animals, but if they are enabled, they should have genes generated for them. Once mechanoids are fully supported by B&S, I'll add full support as well
WirgoCraft 30 Jun @ 11:08am 
any chance of having genes that turn pawns into mechanoids? (maybe also some sort of gestator used to apply them.[like you would have to scan already existing mech, then you put a pawn in a gestator with mech resources -subcore and after the gestation the pawn comes out as a sentient mech.][it would be very funny to be able to turn a raider into a sentient cleansweeper.])
Ангел смерті 30 Jun @ 8:41am 
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s_m_w  [author] 30 Jun @ 3:30am 
@WOFUR
Sadly no, since dividing up all their abilities between multiple genes is a core part. It should be possible to create xenotype presets that can be randomly assigned to factions via mods like xenotype spawn control, I can look into enabling that.
wofwofwofwofwofwofwof 30 Jun @ 2:45am 
Would it be possible to condense these into singular genes? I like to spawn random genes throughout my world with xenotype spawn control, but with multiple genes needed to transform it's unlikely I'll see them spawn naturally.
Actually, I just want the visual effect, but it seems that it's not easy to handle. The biggest problem is that it's easy to wear molds:lunar2019crylaughingpig:
RedMattis 29 Jun @ 2:10am 
@贝子小姐脚下埋着贝尔
From a purely coding perspective it is possible to directly set a character to a race.

A gene or hediff with something like the below would turn a pawn into a sapient rat for example, but it wouldn't give you the genes and other behaviour this mod associates with a sapient rat.

<modExtensions>
<li Class="BigAndSmall.PawnExtension">
<thingDefSwap>HL_Rat</thingDefSwap>
</li>
<modExtensions>

The dev-mode option s_m_w refers to is the "Big & Small -> Transform To Race... -> (sapient animal race)". The will directly change them to become a dragon (for example).
s_m_w  [author] 29 Jun @ 1:50am 
@贝子小姐脚下埋着贝尔
Afraid not. The visuals only change if the entire Pawn's race is changed. In devmode, you could turn your pawn into the sapient animal version of your dragon, then remove all the genes again, maybe that could work for you?
Great mod, and I also want to know if it's possible to add another type of gene to make the character look like an animal directly? So I can turn the person into a dragon instead of just possessing the power of a dragon
Strix 28 Jun @ 11:46am 
Your patch fixed it, thanks!
Strix 28 Jun @ 10:43am 
I have contacted you on discord and sent the files! Thank you and good luck!
s_m_w  [author] 28 Jun @ 8:41am 
@Strix:
Absolutely, I'd love to see what's happening. Can you send me your Player.log file? Either upload it to https://pastebin.com/ and post the link here, or contact me on discord under the username "Ingendum"