RimWorld
Inject Genes
145 comentarios
miza_azevedo Hace 1 hora 
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  [autor] 7 OCT a las 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 6 OCT a las 18:55 
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  [autor] 22 SEP a las 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 21 SEP a las 15:37 
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  [autor] 21 SEP a las 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 20 SEP a las 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 20 SEP a las 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  [autor] 20 SEP a las 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 18 SEP a las 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  [autor] 11 SEP a las 11:10 
@Rovstam Oh I see.

@Eagle not that I know of, sorry.
Eagle 10 SEP a las 0:25 
is there a mod like this where the xenogerm packs don't override and force a xenotype? but just add the genes?
Rovstam 7 SEP a las 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  [autor] 7 SEP a las 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 6 SEP a las 19:12 
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 6 SEP a las 19:10 
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  [autor] 6 SEP a las 16:46 
@Rovstam So you just the genes to be added without it overriding any of the existing genes?
Rovstam 5 SEP a las 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  [autor] 5 SEP a las 9:36 
@Rovstam What's wrong with implanting/operating it in?
Rovstam 4 SEP a las 6:41 
Could you make it so Xenogerms can be Injected?
Wistala  [autor] 1 SEP a las 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.
FotisP68n 30 AGO a las 14:41 
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  [autor] 29 AGO a las 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 19 AGO a las 10:56 
does it work with vanilla races expanded mods?
Aboliax 18 AGO a las 19:00 
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 18 AGO a las 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  [autor] 18 AGO a las 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 17 AGO a las 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 16 AGO a las 14:38 
Is there a way to lower/raise the recovery time in the settings, or would you consider adding that?
Wolferus 16 AGO a las 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  [autor] 16 AGO a las 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 15 AGO a las 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.
Guarwo 17 JUL a las 6:14 
Thank you for updating to 1.6 I was to dumb to figure out genes normally so this was needed lol.
Quilava 15 JUL a las 22:25 
LET GOOOOOOOO!!!, time to build my ultimate pawn that eat 10 time normal pawn :sad_seagull:
Nedlee 15 JUL a las 15:58 
Thanks!
Wistala  [autor] 15 JUL a las 11:22 
Updated to 1.6, enjoy. I do not own Odyssey at the moment so can't test that, but should be fine. Let me know if I am mistaken of course.

@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
Noheals 13 JUL a las 19:53 
Tested it with 1.6 and so far no issues or errors.
AmaDeus 12 JUL a las 13:33 
@Quilava and I am hoping you will keep you passive aggressive behaviour to yourself ... just be fckn grateful
Quilava 12 JUL a las 5:06 
1.6 finally release, im hoping to see the update soon as author promised :cool_seagull:
Karkino 12 JUL a las 0:49 
for those worried. this still works fine in 1.6. sadly you cant force inject into another pawn. only "self use"
King DaMuncha 11 JUL a las 22:08 
please update
oscarmdsh69 11 JUL a las 13:32 
1.6 update coming?
KawwaK 10 JUL a las 12:38 
I refuse to play the game without this mod! Thanks for it!
moonstar67ppm 4 JUL a las 1:11 
pardon my earlier comment. it was disturbance from lycanthrope VRE mod. apparently it has it's own germline inject method, unlike default gene implant. when using regular gene implant from vanilla DLC, any injected xenogene from source host will carry over to new host
moonstar67ppm 3 JUL a las 12:48 
I got good build of sanguophage + extra injected genes, but when i implant gene to other pawn, they only retain default sanguophage. is this intended, or just a matter of sorting issue?
Wistala  [autor] 2 JUL a las 5:19 
Once 1.6 has been officially released I'll have a look.
NOT SUGAR 1 JUL a las 6:48 
1.6pl
Oler009 23 JUN a las 5:37 
1,6?
Simbach Vazo 5 JUN a las 14:30 
How's this work with Archites / Archogenes? Do you need them still or no?
Wistala  [autor] 31 ENE a las 8:55 
@Twilight @morse_feri No sorry, it's on list but it's been on the list for a while now, sorry.