边缘世界 RimWorld

边缘世界 RimWorld

[BT] SpawnThoseGenes!
60 条留言
Nera  [作者] 9 月 30 日 上午 10:23 
Thank you!
I've replaced the image links to to steam ones
Lionheart 9 月 30 日 上午 2:50 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
Paolini 9 月 19 日 上午 8:13 
@B flat it works fine for me ? Without this mod eyes don't have any colors
B flat 8 月 23 日 下午 3:17 
The name makes it seem like it works the other way around -- no eye genes would spawn if this mod is not loaded.
B flat 8 月 23 日 下午 3:15 
I'm not sure how all of this works, because enabling this mod get rid of all eye genes in vanilla xenotypes in https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2898151329&searchtext=eye . Although it is said to be a requirement, it works better without.
тетеря, блин 8 月 14 日 下午 2:29 
[SpawnThoseGenes] No possible endogenes found in config for: Ratkin_Squirrel
тетеря, блин 7 月 27 日 上午 7:13 
on pawn generation:

[SpawnThoseGenes] No possible endogenes found in config for: KiiroXenotype
...
Tried 300 times to generate age for kiiro special force smoke-maker
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
...
https://gist.github.com/HugsLibRecordKeeper/1e542841298a5a7e16767c96babed33a
DiegoCalvito 7 月 19 日 上午 7:12 
thank you for your hardwork guys
Nera  [作者] 7 月 18 日 下午 1:35 
Patch is out for eyegenes2 :)
OPERATOR  [作者] 7 月 18 日 上午 2:36 
We already have a fix, just waiting for other dev to wake up to push it :3 patiennnceeee!
Monbland 7 月 18 日 上午 2:35 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1

[[BT] EyeGenes2 | Base - [NL] Facial Animation |] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationAdd(Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups)) failed
file: B:\SteamLibrary\steamapps\workshop\content\294100\2898151329\Additionals\SpawnThoseGenes\Patches\Races\Patch_Starjack.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)

обрезал оба лога, если что
XSlayer300 7 月 11 日 上午 11:19 
Is there a way to spawn two endogenes with each pawn? like I want to have a restricted hair color and skin color for my pawns.
RAD EMERALD 7 月 9 日 上午 5:01 
THANK DUDE!
Nera  [作者] 7 月 8 日 下午 12:58 
1.6 support is out :)
RAD EMERALD 7 月 8 日 上午 4:52 
pls update 1.6?
thorman123456789 7 月 4 日 下午 12:37 
1.6 please?
TheHomelessHobo 3 月 1 日 上午 11:39 
Is there any specific mods that causes incompatibilities? Or is it just unsupported xenos causing errors? This mod was preventing raids from spawning in and other factions from being created during world creation
TeH_Dav 2024 年 12 月 1 日 上午 7:09 
So I've encountered an issue. The implicated method is GeneUtility.GenesInOrder, from AddGene being called by Spawn Those Genes. If this mod isn't the conflict, I would appreciate any help you could give leading me to where the problem/conflict/bug is stemming from. I couldn't get a HugsLib because once it loaded it was overloaded with lag/errors. I will state I was testing errors I'd been having with starting the game. I did an SOS2 derelict ship start.

Player Log: https://drive.google.com/file/d/1BZI3dVnSsLPE28Xvoc4KVmc0_nWa9NFx/view?usp=drive_link

Images:
Error that appeared on my screen: https://drive.google.com/file/d/1v1Ly_OJGL_exj6t8bs5L27M8iWTI7obS/view?usp=drive_link
Flurbel 2024 年 11 月 17 日 下午 5:11 
How is this different from Genetic Drift?
MercuryRiver 2024 年 8 月 2 日 下午 7:56 
I was trying to use random start to test my defs for this mod and after much frustration, realized they aren't compatible. It also doesn't seem to be compatible with switching xenotypes in character editor. It is a lengthy process to get to pawn selection every time I tweak something to check if it looks right. Any chance at compat with either of these?
Loaf of Grapes 2024 年 7 月 22 日 下午 10:15 
All Ayameduki races are tied to their own one Biotech race, and even come with a new gene that gives a straight boost in Metabolic Effeciency.
Circus_O 2024 年 5 月 27 日 上午 7:52 
Quick Q: I presume the "[SpawnThoseGenes] No possible endogenes found in config for: <SOME_PAWNTYPE>" is informational and shouldn't cause those to fail to generate?
SuperBoyOk 2024 年 5 月 23 日 下午 5:22 
There needs to be an in-game mode settings.
Mildnight 2024 年 5 月 12 日 下午 5:07 
Is it possible to create a setup for spawning a group of genes onto *all* xenotypes in the game at once (instead of having to do a new category for each of them individually)?
Kalmorph 2024 年 4 月 25 日 上午 3:24 
Hey, so I have an issue where I'm using this mod and EYEGENES2; all vanilla xenotypes spawn with default eye color genes, but if I create a custom xenotype, they don't spawn with eye colors at all, they only have skin and hair colors. Is it possible to any custom xenotype that doesn't have eyecolor genes selected to spawn like the vanilla ones?
Nera  [作者] 2024 年 3 月 7 日 下午 2:33 
@lxcatl only endogenes for now
Ixcatl 2024 年 3 月 6 日 下午 2:52 
is it possible to use this to spawn xenogenes instead of endogenes?
KemonoAmigo 2024 年 1 月 11 日 上午 4:51 
Is it possible to remove genes using this?
IK00NI 2023 年 12 月 10 日 下午 5:26 
@Shakhnov: You've got to edit the file, there is no in-game menu, though hopefully we'll get one in the future. Specifically, you need to edit SpawnThoseGenes.xml, which if you've used the workshop will be located in: Steam\steamapps\workshop\content\294100\2898044088\Defs. The author provided examples of how to properly create patches or new xenotypes in the "Examples" folder.
Шашлычник ;р 2023 年 12 月 9 日 上午 6:08 
Essem Shakhnov 2023 年 11 月 15 日 下午 1:45 
Is it required to dig into game files to edit chances of genes appearing, or can you edit the chances of genes showing up with an in-game menu?
OPERATOR  [作者] 2023 年 10 月 16 日 下午 1:07 
This mod does not touch Revia races at all.
97cweb 2023 年 10 月 14 日 下午 7:59 
After poking around for a while, I have found that this mod is the one that makes HAR Revia lose their faces.
cactus angel 2023 年 10 月 10 日 下午 2:46 
idk how this is supposed to help you because i don't understand error logs but i guess i'll paste my hugslib after spawning a bunch of pawn (some spawned with eyes and some without) https://gist.github.com/HugsLibRecordKeeper/e0cb82898496bb7fda158f1b98af6b5b
cactus angel 2023 年 10 月 10 日 下午 2:43 
man i LOVE how this mod puts eye colors on races that look awkward with it (xotans, grodans, cruttuns, basically anything by that author, heruans) and then DOESN'T put eyes on pawns that are eyeless after installing the eye colors mod (insectoid genes primarily but i've seen some default baseliners without eyes too). Fantastic
Succubus 2023 年 7 月 12 日 上午 9:10 
do this work with xenotype spawn control?
AtomicDeathclaw 2023 年 6 月 17 日 下午 1:16 
Do I put patches in the Defs folder of this mod?
Leaguenet 2023 年 6 月 6 日 上午 3:52 
Hi, I'd like to report a bug (I think) - pawns spawning from human eggs (VRE - Saurids and I think certain Alpha Genes xenotypes) don't have any genes set to spawn through the framework. I use it to spawn PsySense and skin/eye colours (CRIMSPR), and babies hatching from eggs don't have any of those genes.
OPERATOR  [作者] 2023 年 2 月 26 日 下午 10:35 
That's a cool idea, can't say for sure but I've informed Nera that I think it sounds neat.
Wyrd 2023 年 2 月 21 日 下午 7:01 
Would it be possible to add in a function that lets you set the chance to spawn certain genes regardless of xenotype? I understand the current method needs the xenotype defname, I'm just hopeful for something that allows adding the chance of little mutations
MarpatNinja 2023 年 2 月 20 日 下午 5:31 
Many of my modded races don't have eyes at all now. Im not sure how to add them (I tried). Any help would be appreciated.
Nera  [作者] 2023 年 2 月 19 日 下午 12:26 
@Faber: Artwork was AI generated with stable diffusion
@Frisk: maybe the genes change it somehow, this mod only adds the genes to the race, nothing else
Faber 2023 年 2 月 19 日 上午 5:01 
Out of curiosity, who made the artwork used for the steam image of this mod? I know I've seen it before but I cant remember the artist.
_Frisk 2023 年 2 月 17 日 下午 8:43 
So I am trying to put germline gene Floppy Ears on Yttakins, but their face color is now no longer the same as their fur color, which looks really weird. How can I fix this?
AdeptLamia 2023 年 1 月 13 日 下午 7:04 
Hi! Really love the concept of this mod and it hits everything I want to do with making xenotypes and xenohumans feel uh, more human? Diverse!

I'm running into an issue with my custom xenotypedef where if I try to have gene groups from other mods, notably AlphaGenes and OutlandGenetics, only the first group in my list of groups will roll genes from that mod. Subsequent groups fail to generate any more genes from a specific mod. Is there something that I need to add in my code to puzzle this one out? There are no specific log errors about this and otherwise I'm able to get the xenotype generating successfully.
whateven 2023 年 1 月 10 日 上午 11:10 
update 2: I recently published the mod using your framework if you want to check it out. From what I can tell it seems to be working splendidly, so long as any custom xenotypes are patched. BodyType Matters is the name
whateven 2023 年 1 月 10 日 上午 9:29 
update: it seems to work perfectly if I, as in your eyes mod
1. Patch Remove the bodytype genes from the xenotypes that have them
2. Be sure and add the germline bodytype genes back for all the xenotypes
it works perfectly for all directly patched xenotypes, but I'm a bit worried about the fact that there will be some wonky misalignment for new mod xenotypes without a patch. This isn't a huge issue as the patches should be pretty easy.
whateven 2023 年 1 月 10 日 上午 8:07 
(cont) Unfortunately, a new problem pops up - for all the other genotypes, there's the issue:
The bodytype generated now seems to be unlinked to the bodyType genes - so for example, a neanderthal will be generated with a Hulk Body, but actually have the Fat Body gene and subsequent stat effects. I have no idea if such an issue is within the scope of your framework, really, as its a pretty odd interaction. I think I might be able to work around it by converting all the xenotypes bodytype genes to germline genes via your mod, I was just hoping to avoid this as that means some in game functinality (adding bodyType genes via xenotype editor) might be lost.
whateven 2023 年 1 月 10 日 上午 8:07 
thank you so much for this mod. I am having a field day trying to get a mod Im making to work, and this has been a huge boon - I'm basically trying to make it so body Type has a functional effect - so fat might have lower move speed but more bodypart health, for example. I'm trying to do this by attaching statFactors to the body type genes, which of course led me to the realization is that the bodyType is randomly generated by all pawns by default without interacting with the bodyType genes at all. Okay, so not a big deal - I can use your mod to make the bodyType genes germline genes for the baseliner, and everything seems to work perfectly for them - the bodyType generated for the pawn seems to always correspond to the correct BodyType gene displayed in the germline gene list in the UI, and the correct statFactors are applied.