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I think I just had a stroke. Totally leaving that there.
Turns out there was a Big and Small Framework update just a few hours ago that broke things. Fixed now
There was a rimworld update yesterday, could be the culprit.. I'll take a look!
The nefarious wooly crab...
Just released an update that should fix the incompatibility! Turns out those crabs have really weird wool that broke the gene generator.
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
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.
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
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.
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
Since most of the genes are procedurally generated, that is not easily possible. What change were you looking to make?
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
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
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.
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).
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?
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"