边缘世界 RimWorld

边缘世界 RimWorld

Inject Genes
163 条留言
pgames-food 11 月 24 日 下午 4:34 
ah yes, thankyou very much :)
Wistala  [作者] 11 月 24 日 下午 3:50 
@pgames-food Hiyo, hope you are enjoying the game so far.
As for the settings, putting it on either doesn't mean which injections it is. It means what the genes will count as, Germline or Xenogenes.

If you look at the picture showing an arrow pointing towards a rabbit. Top is Germline (inherited) bottom is Xeno (not inherited) normally when you inject or use the xenogerm in game it will count as Xeno, but my mod allows so next time you inject something in, it's Germline instead.

If I added an option to add both, you'll just have the same gene twice, one in Germline and another in Xeno. Did that explain it?
pgames-food 11 月 23 日 下午 11:24 
hi im still new to v1.6 and genes (only got the dlcs recently), but can i check how does the mod option work for Xenogenes to Germline/Endogenes?

do i need to keep it unticked, to be able to inject xeno genes, and then need to tick it to be able to use endo genes? (if so can there be an option to "tick to enable all types of gene injections" :lunar2019piginablanket:

actually, what happens if a gene is in a gene pack which has more than 1 gene?
Wistala  [作者] 11 月 20 日 上午 11:19 
@Rex705 That sucks, not much I can do about it as I don't know what the errors are. If you could upload the errors under discussions then I will certainly take a look.
Rex705 11 月 19 日 下午 1:45 
I'm getting errors conflicting with WVC - Xenotypes and genes mod.
Wistala  [作者] 11 月 19 日 下午 12:56 
@Tars No.
Stage 11 月 1 日 上午 9:20 
A trait to negate/reduce the coma would be awesome :)
Dust 10 月 31 日 下午 12:39 
Oh totally missed that, thanks!
Wistala  [作者] 10 月 31 日 上午 4:07 
@Dust It's on the list of things to add, but for now there should be a link in the discription to a mod that lets you fiddle with the coma etc.
Dust 10 月 30 日 下午 4:49 
Sorry, yes, a toggle to prevent them getting a coma when injecting.
Its mostly a niche thing for very specific solo caravan runs I'm testing, but it had me wondering.
Wistala  [作者] 10 月 30 日 下午 4:12 
@Dust You mean disable it or remove it after it has been injected?
Dust 10 月 27 日 下午 7:21 
Would it be possible for a toggle to turn on gene comas when these are injected? Or is that just a code of how gene changes work?
miza_azevedo 10 月 25 日 下午 4:58 
@Wistala Yeah, that's right. Must be a mod conflict or visual bug then. Thanks for the support though, great mod! I'll look into this bug.
Wistala  [作者] 10 月 23 日 下午 4:16 
@Oninoted It's on the list but no ETA.
Wistala  [作者] 10 月 23 日 下午 4:15 
@miza_azevedo Wait so the grayed out happens AFTER you have injected the genes? Like it shows it's disabled in the gene panel? If so then that is not my mod, your gene probably got disabled because it has another gene that overwrites it or blocks it.
Oninoted 10 月 22 日 下午 8:26 
Will force inject be added?
miza_azevedo 10 月 22 日 上午 11:04 
They are grayed out, but some of the genes, like the Jotun Frame, worked and showed normally. Those traits i mentioned i didn't have the opportunity to test. What happened is i injected the genes, they colonist went into gene shock for 2 days, and the gene had its name gray and a purple background. It did not show any information saying why it was disabled though.
Wistala  [作者] 10 月 20 日 上午 9:34 
@miza_azevedo What do you mean disabled? Like the option does not show up, or it's grayed out or?
miza_azevedo 10 月 17 日 上午 11:19 
Some genes are coming disabled, like Robust and Superfast Wound Healing. I'm using the Big & Small mods and most of the Vanilla Expanded. Could it be a mod conflict? It does not show any warnings on the gene itself.
Wistala  [作者] 10 月 7 日 上午 11:03 
@恰似宛然一笑生花 Glad you liked it. I have added the translation to the description page so people can find it easier.
恰似宛然一笑生花 10 月 6 日 下午 6:55 
Hello Wistala, that's an interesting mod. So I created a mod "Inject Genes_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Wistala  [作者] 9 月 22 日 上午 6:35 
@OmegaEntertainment I'm glad you figured it out, do let me know if you find a custom genepack down the line tho and I'll take a look.
OmegaEntertainment 9 月 21 日 下午 3:37 
Good news, @Wistala, turns out it was just user error (aka me not installing this mod) and the modded genepack was able to be injected once the save was loaded with this active.

So yeah, likely no need to patch it specifically, since it seems they do in fact work together "out of the box"...so long as you actually remember to "pull the second item out of said box", that is.
Wistala  [作者] 9 月 21 日 上午 8:23 
@OmegaEntertainment Oh the "Extreme Curiosity Genepack" sounds like a custom genepack indeed. Well take a look when I can, might take a bit since there is a lot of stuff to go through.
OmegaEntertainment 9 月 20 日 上午 9:23 
Ah, sorry, correction.

Turns out that I hadn't actually had the mod installed.

Not sure how I managed that, but I'll try actually using the mod this time and seeing if it works.
OmegaEntertainment 9 月 20 日 上午 9:17 
@Wistala pretty sure I bought an Extreme Curiosity Genepack from a gene orbital trader and couldn't inject it into my only human pawn.

Also, if you want, I can DM you on Discord and send relevant screenshots after I boot up the game?
Wistala  [作者] 9 月 20 日 上午 3:26 
@OmegaEntertainment I only need to add compatibility if the mod adds a new genepack, not genes themselves. If you look at my mod's banner, those 3 are called genepacks, if the mod adds any of that kind, then I need to add compatibility, if not then I do not need to as the mod uses the in-game's own genepacks. Anjd as far as I can see that mod you mentioned does not add in new genepacks.

Did that make sense? Feel free to correct me if the mod IS using a custom genepack.
OmegaEntertainment 9 月 18 日 下午 12:37 
Could you add compatibility for Enhanced Biotech Style Genes and the author's other gene mods?

Admittedly, bit of a big ask since those mods add so many genes (don't know how complex adding that compatibility is or if it's just doing the same thing repeatedly), but I just thought I'd give the suggestion either way.
Wistala  [作者] 9 月 11 日 上午 11:10 
@Rovstam Oh I see.

@Eagle not that I know of, sorry.
Eagle 9 月 10 日 上午 12:25 
is there a mod like this where the xenogerm packs don't override and force a xenotype? but just add the genes?
Rovstam 9 月 7 日 上午 11:04 
Because i want more than 2 genes to be implanted on top of my existing xenogerm, which would take 2*n days per Gene (n), which, when you wanna add like 3 or more genes is kinda unreliable.
Wistala  [作者] 9 月 7 日 上午 8:48 
@Rovstam My mod doesn't really touch Xenogerms, I could look into it a bit but no promises. My overall thought is more why don't you just inject the genepacks instead of turning them into an xenogerm.
Rovstam 9 月 6 日 下午 7:12 
So technically: Absorb a Xenogerm, adding them into the pawn's Xenogerm without overriding them, or add a new operation called "add xenogerms".

Thanks mate. I really like your mod. I feel like it is a bit op and probably needs a growth vat for such thing to be conceivable (do they eat the genes?, HOW?) in some cases, but the Xenogermination comma balances it out.
Rovstam 9 月 6 日 下午 7:10 
YESSSS

I want my EXISTING xenogerm to GET GENES ADDED on top of it, for some cases this is extremely useful, mainly because my best Xenogerm costs 8 archite capsules and i can NOT AFFORD to spend those each time i get a new gene.

Sorry for caps lol
Wistala  [作者] 9 月 6 日 下午 4:46 
@Rovstam So you just the genes to be added without it overriding any of the existing genes?
Rovstam 9 月 5 日 上午 10:01 
Operating removes the existing Xenogerm, and when your xenogerm requires 8 archite capsules, it's kinda unreliable to do so. Please :steamsad:
Wistala  [作者] 9 月 5 日 上午 9:36 
@Rovstam What's wrong with implanting/operating it in?
Rovstam 9 月 4 日 上午 6:41 
Could you make it so Xenogerms can be Injected?
Wistala  [作者] 9 月 1 日 上午 3:18 
@FotisP68n It looks like the person is using the in-game's own genes so it should work? If not can you give me the names of the genepacks that isn't working and I'll see what I can do.
VoidFP68n 8 月 30 日 下午 2:41 
Can you please add compatibility with the new "[SH]Gene Expand" genes? I use this mod a lot and it's essential for my playthrough's and that mod adds very fitting and great genes for me, so if possible please consider update this, thank you!
Wistala  [作者] 8 月 29 日 上午 6:36 
@Aboliax Added a link to your mod on the FAQ page. Let me know if you rather I didn't link to your mod and I'll remove it.

@amm90 It should. As far as I am aware they don't add in any new genepacks but use the ones already in game.
amm90 8 月 19 日 上午 10:56 
does it work with vanilla races expanded mods?
Aboliax 8 月 18 日 下午 7:00 
I came to grab a link to the mod for my description, but noticed the well timed discussion. I just put out a mod that lowers the coma over time: "Xenogermination Accelerator". I often play with Inject Genes and also find I want to reduce the coma time. Right now its hard set to 1/8th reduction but I will add some settings to make it adjustable to the users preference when I get some time.
Wolferus 8 月 18 日 上午 11:53 
@Wistala thanks for the answer.
And cool that the feature to lower coma time will come some day.

I dont know much about modding rimworld, but would it posible to force the genepack injection to others?
Even if the mod would stays how it is. Thank you for modding this in how it already is <3
Wistala  [作者] 8 月 18 日 上午 8:32 
@Wolferus Oh that's the game. I didn't add the coma I used the game's own. So it's the doctor part is from the game itself or you have a mod for it.

@Atrolysk On the list. No ETA, sorry.

@Quiala On the list as well. Both of you can use turn on the dev mode, then go god mode, then back into the Health menu and you should have an option to remove it entirely. Not optimal and immersive breaking, but better than nothing for the time being.
Quilava 8 月 17 日 上午 7:32 
Talk about good doctor to lower coma time, i never see that option, but would be nice if we have something like that, or a mod option to lower the coma time, cause the coma time just slow me down in late game tbh :sad_seagull:
Atrolysk 8 月 16 日 下午 2:38 
Is there a way to lower/raise the recovery time in the settings, or would you consider adding that?
Wolferus 8 月 16 日 上午 8:28 
i self injected the gene and then the xeno coma thingy said "With good medical fatility and a good doctor the coma time can be lowered".
And that coma came from the self inject from this mod. Soooo i though that text implies that doctors can inject the genes at others to lower the coma to maybe 1 day
Wistala  [作者] 8 月 16 日 上午 3:50 
@Wolferus It has always been self inject. So that's intended. But what do you mean by the text says a good doctor can lower it? I have not added in text that like, when and where it show up?
Wolferus 8 月 15 日 下午 12:43 
Testen/played with this mod a bit. The only 'problem' i cant force inject the gene to somebody. Only self inject.
The text of the coma says that a good doctor could lower the time of the coma. But if its only self inject it makes less sense.