RimWorld

RimWorld

Cyanobot's Genes
200 Comments
jpinard 29 Sep @ 1:21pm 
Wow, incredible!
Ryuuoo_ 11 Sep @ 7:13am 
[com.cyanobot.cyanobotsgenes] Patches on methods annotated as Obsolete were detected by HugsLib: RimWorld.QuestGen.QuestNode_Root_RefugeePodCrash_Baby.SendLetter
cyanobot  [author] 20 Aug @ 10:12am 
Kitlin are out now, together with a glo-up for almost all their genes. Improved cat parts now available for all your feline colonists, kitlin or otherwise.

https://steamproxy.net/sharedfiles/filedetails/?id=3552709848
cyanobot  [author] 19 Aug @ 1:22pm 
Oh! Oh I know what this is. This is a bug with the vanilla XML loader that I've encountered before (and reported, but it's pretty obscure so it's probably not high up their list.)

I think adding a load order tag is probably the simplest solution - I'll include that with the next update (which is nearly done.)
Luckspeare 19 Aug @ 1:12pm 
My bad for not providing a HugsLib report at first. Here it is.

https://pastebin.com/pwvB6QVX

Hope it helps.
cyanobot  [author] 19 Aug @ 12:48pm 
@Luckspeare
Good to know. Thanks for putting in the effort. I'll see what I can do, be that enforcing load order or fixing whatever causes the issue.
Luckspeare 19 Aug @ 12:44pm 
If you're running Expanded Biotech Style Genes - All in One, and you're also running Expanded Archite Genes, alongside this one, this mod must be loaded *before* Expanded Archite Genes or you'll get a red error starting with:

Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object

In other words, the correct order should be:
1) Expanded Biotech Style Genes
2) Cyanobot's Genes
3) Expanded Archite Genes

I spent way too long trying to track this three-mod-combo error, so thought I'd share it.
Green Party Dew 25 Jul @ 9:29am 
Thank you for all the effort
Чертила 24 Jul @ 11:56am 
@cyanobot
cool, will check it later :steamthumbsup:
cyanobot  [author] 23 Jul @ 9:44am 
@Чертила
Pushed a fix for you - the metamorphosis gene should now remove itself if it detects it would get stuck in a loop. Let me know if it works for you.

You may also want to look at the Offspring genes - there's toggles in the mod options for whether or not to apply them to the babies created with Alpha Genes' implanters.
cyanobot  [author] 23 Jul @ 8:55am 
@Чертила
Ah. Yes, that possibility had not occurred to me.

If I implemented your fix, it would break some other features related to spawning the correct adult/child version of NPC pawns. But what I should be able to do is have it check that the target xenotype doesn't itself have metamorphosis, and deactivate itself if it would enter an infinite loop.
Чертила 23 Jul @ 5:56am 
Found a bug: So, I play with Alfa Genes and created a xenotype which lays eggs in other pawns so their offspring are like those parasites from Alien movies. Turned out that pawns born this way are considered hybrids and not parent's xenotype, so I used your mod so at 13 they will metamorphose into parent xenotype. Now, my parasite pawn infinetely spams that it metamorphosed because it metamorphoses into a xenotype with metamorphosis so it loops :(

Can you make it so metamorphosis happens only once when pawn achieves 13? Not checks 13 or older pawns every N seconds.
cyanobot  [author] 18 Jul @ 1:50am 
Shulk is up!
https://steamproxy.net/sharedfiles/filedetails/?id=3528526064

Next in queue: Biodrone, with new faction

(If anyone else has xenotypes they particularly want to play with, it makes very little difference to me which order I do them in, so do shout.)
cyanobot  [author] 17 Jul @ 12:08pm 
@CryptoTest
Thank you! Xenotypes will be their own mods for 1.6+. (I'll drop messages here when uploaded if you want to subscribe.) I can totally move the Shulks up the priority queue just for you.
CryptoTest 17 Jul @ 11:53am 
Really glad this mod is updated to 1.6, and looking forward to when the xenotypes are here. I'm gonna take Shulks to space.
beastnode 16 Jul @ 10:19am 
thank you for the update <3
cyanobot  [author] 16 Jul @ 10:17am 
And 1.6 version is now out on Steam.
cyanobot  [author] 15 Jul @ 6:39am 
Beta 1.6 version (available on GitHub) has now passed basic testing and should be fairly stable. (And less log-spammy.)

I have _not_ yet tested compatibility with anything else. Help testing against other mods would be appreciated but is not mandatory.

The Steam version will be updated when compatibility testing is finished.
cyanobot  [author] 14 Jul @ 3:51am 
A minimally usable 1.6 version, without the xenotypes, is now available on the GitHub for the keen and the curious. Help with testing is always much appreciated, but I cannot yet promise that it won't break your game.

Updates will be pushed as testing and updating contines.

At time of writing, it does not break immediately on launch, but that is about as far as testing has gotten. Compatibility with other mods has not yet been tested, nor have most individual genes. I already know that the code handling meal types for special diets is going to need a rework.

(It will also fill your log with spam because it's compiled in the Debug configuration. For those who know how, you can recompile from source in Release to turn off the spam, if for some reason you want to help test but don't want the logspam.)

I'll probably update y'all at a point in testing when I'm more confident that it's stable.
Green Party Dew 30 Jun @ 12:59pm 
A stand alone xenotypes would be great. Also the inheritance genes I personally don't use and with how many xenotypes can be added with mods they can clog up the selection screen. Not a requirement just a thought. Only splitting off the xenotypes would be great!
cyanobot  [author] 28 Jun @ 5:34am 
@The_Evil_Pickle
Good point!
The_Evil_Pickle 28 Jun @ 4:28am 
I also support the idea to split them for 1.6; personally I do like the xenotypes but having the genes as a stand-alone mod would make them easier to justify as a dependency in other mods that want to use those genes
Chunky 15 Jun @ 11:49pm 
The split would be a good idea honestly.
cyanobot  [author] 13 Jun @ 11:33am 
Unrelatedly,

I'm considering splitting the xenotypes out into a separate mod or mods for 1.6, since I understand a lot of people are only interested in the genes. Anyone got thoughts on the matter?
cyanobot  [author] 13 Jun @ 11:31am 
@Dizzy
I'll take a look! Ideas are always welcome, even if I don't always end up taking them. I probably won't get round to thinking about it for a while though, since I have a lot of updating to 1.6 to do.
Dizzy 13 Jun @ 11:25am 
Just a toggle like how it's handled in VPE, to autocast when it's off cooldown. Idk, just a random half-baked thought.
cyanobot  [author] 13 Jun @ 11:04am 
@Dizzy
Possibly? How would you like that to work, specifically?
Dizzy 13 Jun @ 11:01am 
Would it be possible to add an autocast option to endostimulant burst?
cyanobot  [author] 28 May @ 2:49am 
I've added Universum to the loadAfter as suggested. Hopefully that's all it takes for compatibility, please do let me know if further issues arise.
cyanobot  [author] 26 May @ 11:28pm 
@Harmonea
Thanks for the heads up.

@GeekyRaptorStudios
Yes you can. It's a little bit fiddly because you need to make each xenotype (worker, soldier, etc) separately, export them (there's a tool for that linked in the description above), then add the appropriate Offspring genes to the royals. I haven't yet figured out how to get it working with non-exported custom xenotypes.
Harmonea 26 May @ 8:42pm 
Hi - first off, thank you for the mod. Your xenotypes are interesting, and I especially love the implementation of the "color range" genes in hair and skin.

Second: because (for some reason) it includes a step in which it polls a list of genes, this mod causes Universum (the framework behind RimNauts) to red-error on the main menu and fail to generate its ring of near-earth-objects unless it loads later than Universum does. Here [gist.github.com] is a hugslog with a minimal mod list. I'll report this to the Universum dev as well, but in case no deeper compatibility issue needs to be addressed, I thought I'd let you know so a loadafter can be added. :)
GeekyRaptorStudios 24 May @ 10:55am 
Is there any way to use the offspring gene to design a colony of ants? Like make the pawn give birth to a different gene of the player's choosing, be that custom or pre-made. This could be a really cool tool to make a Ant Hive like Xenotype that gives birth to workers that are naturally infertile.
cyanobot  [author] 23 May @ 7:22am 
@CryptoTest
Thanks for the kind words!
cyanobot  [author] 23 May @ 7:21am 
@
@

@AlienIsTired
Thanks for the additional datapoint, please do let me know if you can get those logs. It's probably an interaction with some other mod(s).
CryptoTest 21 May @ 4:22am 
I downloaded the mod for it's genetic cannibalism. I was absolutely pumped for the progressive size growth, as I really wanted that without having to run VRE Pigeons. But what sold me was the transformation and offspring mechanics. I was expecting the mod's xenotypes, and probably also the base ones too. I wasn't expecting around all fifty other xenotypes I have downloaded. Needless to say, this is a gamechanger and I wish I'd installed this mod sooner.
AlienIsTired 6 May @ 11:29am 
@Niniisan Of Waterdeep
I'm also having the issue with the bond gene bugging out the social tab, although I hadn't thought it was this mod that was causing it..

I'll see if I can get the logs when I launch the game again!
Lennybolt7 15 Apr @ 1:50pm 
Lol thank you. Please don't be embarrassed though, I'd have made the same mistake easily.
cyanobot  [author] 15 Apr @ 7:16am 
Scrollbar now added, embarrassing problem fixed.
cyanobot  [author] 2 Apr @ 3:57am 
@Niniisan Of Waterdeep
Oh dear. I am not seeing any issues with it so it is almost certainly a conflict. I can't help you without a log, so please consider uploading to a text-sharing site like gist.github.com .
Niniisan 1 Apr @ 11:25am 
I think the Packbond gene is bugged (it's also possibly a conflict with another gene/mod); it makes the social tab bug (relationship all disappear) and flickers along with the rest of the UI, and I get an error when opening it, but the error is too big to be posted here.
cyanobot  [author] 29 Mar @ 6:47am 
@Ano
I believe Biotech Expansion - Mammalia has rat-people parts. Anthrosonae might too. Not exactly the skaven aesthetic, I will concede, but graphics aren't really my strong suit. There's a Rimhammer Skaven mod too, but I've not tried it.

I'm not opposed to filling requests, but I'd need more specifics on what sort of genes you're looking for.
cyanobot  [author] 29 Mar @ 6:38am 
@Lennybolt7
Well that's embarrassing, I felt sure I had included a scrollbar. Thanks for pointing it out. That's going near the top of the to-do list so won't be fixed instantaneously but should be soon.
Lennybolt7 29 Mar @ 3:24am 
The menu for adjusting xenotype spawns runs out of room for Shulks and Wists. I can't change their spawns at all because of that. Could you add a scroll bar or something for that?
Ano 28 Mar @ 5:57pm 
(Late reply) similar towards skaven
Tycondris 20 Mar @ 5:16pm 
damn that was quick! you rock!
cyanobot  [author] 20 Mar @ 8:38am 
Precocious body type issue fixed -- for new precocious children. Existing ones will still probably need tweaking with dev mode.

May also still behave oddly in Character Editor.
cyanobot  [author] 19 Mar @ 8:01am 
@Tycondris
Ah, yes, I see what you mean. I thought that the body type would be handled automatically because Precocious forces them into the Child life stage -- and I'm pretty sure I have seen it working under some circumstances -- but I shall add an extra line to make sure the body type is force changed. Thanks for reporting.
Tycondris 18 Mar @ 4:50pm 
Tycondris 18 Mar @ 4:42pm 
Not sure if this is a bug or just a conflict between mods, when using the Precocious gene children wearing clothes causes a visual error, where the body texture becomes a pink box. I think this is related to the baby body type not having a texture, so using character editor mod i changed the body type to the precocious baby to a child body which resolved the issue. Perhaps the precious gene should change the body type to child?
cyanobot  [author] 3 Mar @ 7:06am 
@LambdaFun
So I've had a chance to test out growth vats and surrogates and it seems to be working fine without any other mods.

Can you send a log file with any errors? What other mods are you running that affect reproduction?

What genes/xenotypes do the parents have? What happens when you click "Inspect Baby Genes" on the embryo? What about on the vat/surrogate?