边缘世界 RimWorld

边缘世界 RimWorld

[BT] EyeGenes2 | Base - [NL] Facial Animation |
255 条留言
DanZinagri 10 月 12 日 下午 11:53 
Just wanted to report a minor issue. It seems this and ReSplice both touch VoidTouched; it seems the fix is to load this before ReSplice, so just wanted to post this here for anyone else or if you wanted to make a note of it.
OgnirRats 9 月 21 日 下午 1:03 
goat mod, fixed gene eye color issues for me (showing thru closed eyelids, protruding when pawn is sideways ect)
PORCINE DRIED BLOOD MEAL 8 月 20 日 上午 1:41 
Never minds it's a mod conflict with Reel's FA. Sorry!
Fibre🌹 8 月 20 日 上午 12:46 
Wanted to ask, once I loaded it in.. is it normal that every colonist has different coloured eyes now?

And will you have a patch that works alongside Archotech Genetics
PORCINE DRIED BLOOD MEAL 8 月 18 日 下午 6:26 
I also can't change the eye color via Character Editor, the button is there but picking a color does nothing.
lloki 8 月 18 日 上午 8:58 
Sorry, I can see it's natively supported, silly me. Though I was having some issues in-game and couldn't really add them by character editor. I need to check again I guess.
⸸STYLOX⸸ 8 月 8 日 上午 12:43 
love this mod
lloki 8 月 7 日 下午 2:28 
Any plans to make it compatible with Reel's Facial Animation Textures?
No Mic Tweetus 8 月 2 日 下午 2:10 
How do you change people's eye colors with dev mode?
No Mic Tweetus 8 月 1 日 下午 11:09 
Are non-brown eyes just super low? I never see hazel, green, or blue.
тетеря, блин 7 月 25 日 下午 9:19 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/GeneDef[defName="Eyes_Red"]/renderNodeProperties"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=32
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\2898151329\Versions\1.6\Patches\Patch_FacialRemoveEyes.xml
...
https://gist.github.com/HugsLibRecordKeeper/4e8a4b5f7b8ddd04395be02da4957b42
BB7 7 月 25 日 下午 1:22 
Hi, would be possible to make a gene that when you add it, it chooses a random eye color from the (EyeGene) pool?
I ask this, because... when making custom xenotypes, I always need to add every single gene in order this to happen, making the gene tab huge as fuck.

Anyway, thanks for the mod, your work is well appreciated. :steamhappy:
тетеря, блин 7 月 20 日 下午 3:31 
is it possible to make a framework that would allow having different types of faces per different factions? Or maybe bound to a gene. It would be super cool to make different factions look differently, something like nations.
Niniisan 7 月 20 日 上午 7:05 
@Iloki that's because it's a gene, so you need to go to the xenotype editor.
тетеря, блин 7 月 19 日 上午 5:39 
is it possible to make it compatible with this somehow?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2682310477

or maybe add it to the list as incompatible, if so.
Fred_Flo 7 月 18 日 下午 7:41 
Thanks a lot OPERATOR!
Sephira jo 7 月 18 日 下午 7:04 
No matter what I do I can't seem to choose the color at creation using the Character Editor or Prepare Carefully, is there a way to do so?
lloki 7 月 18 日 上午 11:22 
Hi, what if I only want the colour eye to be applied to the xenotypes which have them? Currently it patches everyone.
OPERATOR  [作者] 7 月 18 日 上午 2:34 
That is to be expected! It should still work for every race except Starjack, SpawnThoseGenes just has to update and that error should go away :)
Monbland 7 月 18 日 上午 2:28 
[[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
SA†AN 7 月 17 日 下午 10:10 
Thank you for the update!
Much appreciated.
OPERATOR  [作者] 7 月 17 日 下午 9:56 
Updated!
OPERATOR  [作者] 7 月 17 日 下午 9:13 
1.6 Compatibility complete! Will become available shortly! Sorry it took so long I had other things I had to do first.
lloki 7 月 17 日 上午 11:17 
Hi there! Will you patch Cinders of the Embergarden at some point? :)
cykonetic 7 月 16 日 下午 8:57 
so each is just it's fraction of the sum. I kind of figured but I was sure I read that it was supposed to total 1. Looking forward to your official release.
OPERATOR  [作者] 7 月 16 日 下午 8:45 
Mod is already working for 1.6 on my end, just adjusting it atm as for the sum the way SpawnThoseGenes works is that it doesnt have to equal up to one, it just shifts the likely hood of being selected, basically a weighted table. 10 is wayyy more likely to be chosen whilst 0.1 is stupidly rare. etc
cykonetic 7 月 16 日 下午 8:14 
I have your mod working in 1.6. I can save you the effort and pass the updates along if you would like?
cykonetic 7 月 16 日 上午 7:20 
<3 your mod but you need to double check your race patches. The sum of all the values should equal 1, It appears as though the decimal got shifted for a few of them.
DuckGoosebear PrairieDogLover 7 月 15 日 下午 11:49 
this mod is so cute btw
LifeisGame.inc 7 月 15 日 下午 8:55 
@Operator I love you
Fred_Flo 7 月 15 日 上午 10:26 
@OPERATOR Thanks!
Bo0Mz 7 月 15 日 上午 7:36 
@OPERATOR thanks for your hard work :cozyspaceengineersc:
-=Einherjar=- 7 月 15 日 上午 6:28 
@OPERATOR Thank You Gods speed! Code like a wind xD
OPERATOR  [作者] 7 月 15 日 上午 2:10 
Hah! Good one below! But jokes aside sorry its taking so long I'm currently a bit swamped on other projects atm, but I will try and find some time sometime this week to take a crack at updating most of my mods, thank you for your patience!
timeforend 7 月 14 日 上午 7:27 
recommendation: never update this mod to 1.6 to spite the guy beneath me :p03:
RAD EMERALD 7 月 13 日 上午 6:44 
PLS NOW UPDATE 1.6 F*****G!!!
Kazzier 7 月 12 日 上午 11:07 
Just want to say thank you for the work you are doing on this. Looking forward to it's release. Have a great day.
Fish n' Chips 7 月 12 日 上午 10:21 
Seems to work fine with 1.6 as long as you don't mind Starjacks not having eye genes. You can always go and add the genes to any colonist Starjacks if it bothers you!
DuckGoosebear PrairieDogLover 7 月 10 日 下午 6:40 
@OPERATOR thanks you're the best!
RAD EMERALD 7 月 10 日 下午 12:13 
pls now update 1.6???
OPERATOR  [作者] 7 月 8 日 下午 1:00 
1.6 coming out shortly :>
CallMeChunLi 6 月 21 日 下午 8:40 
I'd love a 1.6 version. No rush.
cykonetic 6 月 6 日 上午 6:09 
I really enjoy the personality your mod adds to my pawns. I recently added a few of the VRE races and noticed some were lacking eye color. I am trying to patch them but failing miserably. I am new to RimWorld modding ... are there any conventions I should be aware of?
Gummy_Bone 5 月 28 日 上午 4:18 
OK thank you for your help.
OPERATOR  [作者] 5 月 28 日 上午 3:02 
if you remove the gene and edit the colors with a external mod you can technically do that individually, since then the gene wont overwrite it, but it wont pass to offspring sadly.
Gummy_Bone 5 月 28 日 上午 2:29 
Dang well thank you for the response. I just downloaded it and i was wondering i have pawn in her 3rd trimester and I dev mode the eye colors for the parent will the baby get one of the colors if she was already expecting. Sorry if its a silly question i'm new to biotech baby's.
OPERATOR  [作者] 5 月 28 日 上午 12:21 
Currently no, but we did want to make it in the future when I have time.
Gummy_Bone 5 月 27 日 下午 10:37 
Can i make Heterochromia "different-colored eyes" possible to inherit?
Imagine12 5 月 6 日 下午 7:58 
Alrite, guess I'll just dev them in
OPERATOR  [作者] 5 月 6 日 下午 4:44 
Already spawned pawns will NOT have eyegenes, however any new generated pawns will.