边缘世界 RimWorld

边缘世界 RimWorld

Integrated Genes
287 条留言
BoltKumar 9 月 14 日 上午 1:21 
@Turnovus Thank you for your hard work, let's see, it would be a pity to lose one of my favorite mods from my build.
Turnovus  [作者] 9 月 13 日 下午 5:34 
@BoltKumar @ed asner
These issues have been addressed in the latest release.
Turnovus  [作者] 9 月 13 日 上午 3:29 
@BoltKumar
That would be from the source code files included in the mod folder. I'll remove them in the next update, when I have the free time to finish it.
BoltKumar 9 月 13 日 上午 2:51 
It's a lot of weight for a mod. Plus, I found the system files that are installed on Windows. I've used it before. Something's going fast right now.
Master of stupiedity 9 月 9 日 下午 1:45 
Can the submissive gene be made to not be incompatible with hyper aggressive? The Xenotype I'm currently working on is a super-solider type genome with a genetic dependence on beer. They will normally seek out a colony/master to protect because they were designed to be very loyal, and not having a cause to fight for is rather damaging to them.
Dave Miller 8 月 29 日 上午 8:54 
Narrowed it down and this mod crashes Rimpy's strip mods function. No log or anything, just a ctd.
ed asner 8 月 27 日 上午 6:39 
Seems like Solace resets on loading the game (potentially at some other point but it was at 0% from 40% when I saved).
kintyj1324 8 月 17 日 下午 1:43 
Any chance Cryostasis could be patched to work with Coldblooded from VRE Reptoids? Right now you can have both on a pawn but Cryo doesnt do anything to stop them from dying. If you are willing to patch I think they should at least be incompatible, would be kinda cool if they work together though...
Winterstein 8 月 10 日 下午 11:47 
(Small useful precision) I've tested your mod in isolation (only your mod + lightsaber) and I succeed reproducing the issue. Not sure why "Integrated genes" and "Fully Functional Lightsabers" might conflicts, maybe a small error in the rendering?

It's not an hard limitation but kinda annoying because we can't get pawn info on damage or resistances or whatever when the lightsaber (with a cristal attached to it) is equipped. The issue do not appear when the lightsaber isn't equipped or when the crystal isn't attached to it.

Steps to reproduce:
- New game
- With Character editor give one of your pawn two objects "Lightsaber" (I use the dark one but you can use whatever you want) + Crystal (I use the red one but your can use whatever you want)
- Drop lightsaber + crystal on the floor
- Equip lightsaber
- Attach crystal to lightsaber (small added gizmo on the bottom)
- Once equipped, select your pawn and click on "i" icon to get its info
Winterstein 8 月 10 日 下午 11:41 
Hello, there's a compatibility issue with "Star Wars - Fully Functional Lightsabers (Continued)" (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3539404137&searchtext=star+wars+lightsaber)

HugsLib logs: https://gist.github.com/HugsLibRecordKeeper/b5032aa51b132201fa03e2010bc853ed

Issues: When having a lightsaber (with a crystal) equipped and clicking on "i" icon (to get info on the pawn). The base info tab is empty and an error log appear.

Error log:
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 889F354A]
at IntegratedGenes.StatPart_CertaintyGenetic.ActiveForPawn (Verse.Pawn p) [0x00000] in <6aca84391ba54e6e934bdd3cbf3a7c39>:0
at IntegratedGenes.StatPart_CertaintyGenetic.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x00017] in <6aca84391ba54e6e934bdd3cbf3a7c39>:0
NeinDao 8 月 10 日 上午 6:10 
what are the "fleshbeast mutations" ?
Nameless 8 月 3 日 上午 7:17 
Hello @Turnovus, I love your mod, thank you for your efforts! Can you please have a look at the compatibility with the elite bionics framework? https://gist.github.com/HugsLibRecordKeeper/b7f72eb530d8059c329649ca153b3277
Rohzdear 7 月 26 日 下午 9:34 
Planning to add any Odyssey Genes?
Outcast_Architect 7 月 14 日 下午 1:44 
Been having issues using dev mode with this mod... do not take this as a complaint I actually love that it has made me actually play the game properly. I just wanted to help by notifying the author that the dev mode is nonfunctional when this mod is active and im not too sure how else to help with codes and such
AnimeshkaTvar 🐾 7 月 13 日 下午 12:55 
Am not sure, but maybe its one of the general problems, wich causes red-log. Please, solve it :steammocking:
AnimeshkaTvar 🐾 7 月 13 日 下午 12:53 
Hey, Turnovus. You have a funny-named folder "InteractionDefs.XML" wich causes some trouble. Path to this folder:
workshop\content\294100\2884115974\1.4\Common\Defs

Same to 1.5 and 1.6
Turnovus  [作者] 7 月 12 日 下午 8:10 
@TOrllGa
Do you have a log? It could be an issue with Steam updating the mod files. Either way, I'm not sure how this particular issue could be causing the bug you're describing.
T0rIIGa 7 月 12 日 下午 7:33 
@Turnovus, it still appears to be giving the same error. Absolutely no pressure, just wanting to help you troubleshoot whenever you find the time, it sounds like this is going to be a pain to get sorted.
Turnovus  [作者] 7 月 12 日 上午 10:19 
Should be fixed now. Either way, I'll be at work for the rest of the day, so I won't be able to do anything else about it for a while. Good luck.
Bane 7 月 12 日 上午 8:05 
Hey T0rllGa i found the same one
Kaden Ha 7 月 12 日 上午 7:35 
There's an error in this mod. Here's the log [gist.github.com]. Something about VPECompat
T0rIIGa 7 月 12 日 上午 6:58 
I've isolated an error in which I can't move a drafted pawn to this mod. I believe the IntegratedGenes mod is still failing because it can't find a component from Vanilla Factions Expanded - Core (VFECore). This is a fatal error that is poisoning the rest of the game's loading process. At least that's what I'm assuming based off the error logs and removing it fixing errors. Hope this helps.
tww9428 7 月 11 日 下午 6:18 
mod generally works with 1.6 but causes errors with dev mode. otherwise i love this mod
月羽狐 7 月 11 日 下午 4:51 
I got the same problem with sTiKyt
sTiKyt 7 月 11 日 下午 12:14 
VPE compat is broken, as i was explained, the reason is that VFE changed their namespaces

Here's my log to help you: https://pastebin.com/6y4WK6X6
GamerRoman 7 月 8 日 上午 3:33 
Thanks for the update!
Bean 7 月 6 日 上午 10:13 
awesome! thx updating n maintaining :)
Turnovus  [作者] 6 月 29 日 上午 12:06 
@Bean

After I've finished programming the Anomaly genes, I'll work on it.
Bean 6 月 25 日 下午 1:14 
great mod :). any plans on 1.6?
Dweebus Rex 6 月 17 日 上午 3:44 
Thank you so much for this! I actually only recently realised this wasn't part of the vanilla game and that I had installed this mod at some point. I love that you've let me make weird dryad tree symbiote people!

If you're looking for feedback, I'd suggest that the fainting effect from the "Terrified" gene is a *bit* powerful for something that *may* happen according to the description. From my experience it seems to be almost guaranteed that it happen a few seconds into combat if not instantly. "Free Spirit" also honestly feels more like a boon than a penalty, but that might be more down to playstyle.

fwiw: I have been playing this on 1.5 (no anomaly) for some time (multiple saves, hadn't gone more than 1-3 years in any one particular colony) but haven't ran into any issues with the latent psylink gene that others below have had. I think I remember a pawn receiving a starter psylink from it at some point, even.
One-Eyed 5 月 30 日 上午 1:53 
Add cannibalism please! I wanna Tokyo Ghoul
Andy 2 月 28 日 上午 10:03 
Strange, I enabled all the options in the mod settings and the genes finally started working on the main map, looks like you didn't link the functions to the settings correctly
Andy 2 月 28 日 上午 9:46 
The Archotech attunement and Latent Psychic genes don't seem to be working for me, I've played several games often using them, run this mod in vanilla game, tried editing xml, but I don't remember them ever working in 1.5. I definitely remember it working before, has anyone else encountered a similar problem?
Turnovus  [作者] 2 月 10 日 下午 4:56 
@Bosh
It's based around a random chance that is checked at fixed intervals. It's currently balanced so that the initial psylink is granted at the age of 45, though there is also a chance of newly-generated pawns with the gene being given a psylink based on their age. For pawns that already have a psylink, it will grant additional levels up to level 3 every 5.5 years on average. No other factors affect it, it is purely random.

Currently, latent psychic is mostly designed to improve the Regalids from Integrated Xenotypes, who spawn with the gene naturally. If I ever find the time to pick up mod development again, I might reexamine the gene to make it stand better on its own.
Bosh 2 月 10 日 下午 2:58 
How does Latent Psychic work exactly? How long does it take on average for a pawn to develop a psylink? Are you notified when a pawn develops a psylink? Does a pawn have to be meditating to have a chance at developing a psylink? Does psychic sensitivity affect the chances of getting a psylink? Do you even read these?
Guido 1 月 2 日 下午 12:43 
appears there is a conflict with rimhud that disables it
Tinda 2024 年 12 月 13 日 上午 1:07 
I just upgraded to 1.5 (at last) and I found that it seems every single one of your genes grant a psylink? How come?
~zenith~ 2024 年 12 月 2 日 下午 6:49 
@Rearden
Still noticing this too. Tried to make my own custom xenotype with blind genetics only to find out that it's not applying the bonus. :/
The eyes still have to be cut out/gone to apply, which is rather surprising, considering that they are still listed as having Sight at 0%
Fun fact! I thought that the Blightsight meme was required to make pawns more psychically sensitive. Turns out that any pawn that gets blinded gets a psychic sensitivity bonus of +50% (!). Blindsight gives you a 30% bonus on top of that. Genuinely didn't find that out until today.
Tinda 2024 年 11 月 30 日 上午 2:27 
Would it be possible to add a letter notification when someone with a latent psylink develops one?
Thanks :)
Spleenboy 2024 年 11 月 26 日 下午 3:24 
You added the cooldownticks check but I think you forgot to set it anywhere. I believe it's meant to be set in the GeneDef under ModExtensions
acrab 2024 年 10 月 16 日 下午 1:34 
Not sure if this has been asked previously but are you intending on integrating anomaly as well?
nerf bomb more 2024 年 8 月 28 日 上午 6:57 
I don't get mechanisms on "Archotech attunement"... Does this requires existing psy link?
And will this level up psy link up to 6? I put this gene and latent psycic, but never experienced something different. It's almost year away after i put this gene on.
burritoexspress2006 2024 年 8 月 8 日 上午 11:44 
where can I find this inside of the cherry picker menu, some of these genes I want to remove for clutter's sake and I cant find it.
bubbli 2024 年 6 月 15 日 上午 7:05 
For some reason the Free Spirit gene makes any Xenotype psylink level 1
Action Hero Daft Punk 2024 年 6 月 13 日 下午 12:41 
Is meditation dependency meant to be as punishing as it is? I've got a nature shrine set up for my colonists to meditate at, but even with three hours/day dedicated to meditation, they're almost always in the lower half of the need. Considering at the extreme end it's a full -20, it feels like this should be closer to the recreation need, but this is extremely brutal to manage, especially considering that they can't prioritize meditation based on the need. On top of that, Solace seems to barely increase at all.
vorzogu 2024 年 6 月 8 日 上午 4:07 
Hey there!
I think i have found a bug.
I have a pawn with meditation dependency, and it loose all of his solace everytime i save and reload the game.
I play with loooooooooots of other mods, so maybe the problem come from elsewhere, but i still think it would be cool if you can check this.

PS: great mod.
umbrunoqualquer 2024 年 6 月 2 日 上午 2:01 
Are Gauranlen tuned, Gauranlen dependency compatible with Vanilla Ideology Expanded - Anima Theme?
Space Moth 2024 年 5 月 8 日 上午 9:17 
@Turnovus It is part of the 'randomness', hard to tell if things are just random or if there is an issue. I did notice in the same time my other colonist did not get afflicted once.