边缘世界 RimWorld

边缘世界 RimWorld

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Vanilla Skin Tone Genes
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Mod, 1.4, 1.5, 1.6
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41.762 KB
2024 年 2 月 22 日 上午 3:16
9 月 10 日 下午 8:46
8 项改动说明 ( 查看 )
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Vanilla Skin Tone Genes

描述
Adds a total of 9 new genes for the vanilla skin tones.


Can be found under the "Cosmetic - skin" Tab.
Named ingame as "Skin Tone 1" through 9.


Should you use the Inclusive Skin Tones Mod then try this mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554881228


Special Thanks:
Lyn the Cookie and their mod [LYN] Cookie Genes (Skin and Hair Colors), which served as a template to create this mod.
tiagocc0 and their permission to reference their mod NoReddishBodies, which served as reference to create the .dll for this mod.
Buffalonian and their testing and bug fixing.
69 条留言
LINX 17 小时以前 
Need support for Vanilla Races Expanded - Android. Each time Android is updated, it automatically adds three Skin Tone 1 genes. And it doesn't even take effect, android's skin turn into that dreary white.
Zahawk84  [作者] 9 月 10 日 下午 8:50 
@Buffalonian Thanks for the bug fix, I've updated the .xml with the new exclusion tag and removed selection weight. But the .dll is necessary to keep the skin shaders, you can test for yourself with skin tone 9 with/without the .dll, and the difference in colour will be noticeable.
Buffalonian 9 月 10 日 下午 6:37 
Okay, I've got good news and bad news.
Good news: looks like you can just add:
<exclusionTags>
<li>SkinColorOverride</li>
</exclusionTags>
To your VSTG abstract GeneDef and it fixes the problem for me, randomized multiple skin genes are back.
Bad news... I deleted the .dll and the <selectionWeight> tag in the same abstract and it seems to be working fine without them?
(I'm just trying to match the GeneDefs in Rimworld/Data/Biotech/Defs/GeneDefs/GeneDefs_Cosmetic.xml > "GeneSkinColorOverride").
Buffalonian 9 月 10 日 下午 6:12 
Sorry to report, there's still something buggy here (no errors in log): all DLCs + Harmony + Log Publisher + Vanilla Skin Tone Genes:
When I include 1 or more VSTG genes in a xenotype, germline or not, the visible skin tone is set to the darkest (highest-numbered) VSTG gene present, and *none* of the skin genes in the colonist gene list are grayed out.
As a quick test to reproduce:
Create xenotype with red hair, blue hair, red skin, blue skin. Apply and randomize on character creation for a while, you'll see it switch through the expected combos, you'll see one hair and one skin gene active. This works fine.
Add a VSTG gene to that xenotype, apply and randomize, every pawn will show as that VSTG skin tone visually *and* all three skin genes will look "active" (not grayed out). Same behavior with multiple VSTG genes.
(You'll note that the hair selection works fine the whole time and selects a single gene like you'd want.)
(Thanks for making a great mod!)
Tom 9 月 2 日 下午 3:44 
yay thank you. Time to use this mod!
Zahawk84  [作者] 8 月 29 日 下午 7:16 
Right final update. After bashing my head against the .xml files I found it impossible, so I finally bit the bullet and learned how to create a .dll which solved the ingame error. Mod should be 100% complete with this.
beans 8 月 29 日 上午 9:00 
The skin color genes in this mod say they're overridden by the vanilla skin color gene, so the genes are almost always ignored for me
Tom 8 月 28 日 下午 12:16 
I hear ya. Thanks for this though. It's much appreciate!
Zahawk84  [作者] 8 月 27 日 下午 11:50 
@Kot-sornyak @Tom So the skintone should now be consistent, but I've created another error where each save seems to create a new skin color germline, not sure how to fix that though... skin shader cutouts are frustrating...
Tom 8 月 24 日 下午 2:36 
It doesn't produce a log. Anyways ill stop spamming my problem in this comment section. But I do have proof that another skin color overrides another. Without another skin color being chosen.