RimWorld

RimWorld

Custom Xenotype Exporter Tool
51 Comments
LAZER™ 26 May @ 1:56pm 
CTH2004 23 May @ 12:07pm 
So someone will have to make it from scratch… we’ll, I’m busy doing other things, so, well, sorry, I don’t volenteer
漆黑之梦 20 May @ 6:41pm 
The main reason is that the author did not provide the source code, otherwise someone would have updated it long ago
Silent 9 May @ 6:29pm 
Hope there is plans to update this considering people wont be able to play around with any new anomaly themed genes that modders are making.
比那名居桃子 5 May @ 10:40pm 
thank you maxdbg and rynnever
RynnEver 5 May @ 3:26pm 
Can confirm that what maxdbg said is true. I found this mod in 1.5 and made it work by forcing my game back to 1.4 and creating the xenotype there. When I went back to 1.5, the special folder with the created xenos will have its name in red because it's for 1.4, but it loads and plays just fine.

I'm guessing this method will work as long as all the mods you're taking genes from to create your custom xenos are available in both 1.4 and 1.5.
CTH2004 4 May @ 7:23am 
with some work, you can use Lycanthropes to do that kinda
Cadet CStinky 3 May @ 11:15pm 
Is it possible to make a xenotype that can morph into multiple other xenotypes?
maxdbg 3 May @ 12:48am 
You can un-update (downdate?) to 1.4, do all the custom exporting you want, then re-update and play with your new xenotypes with no ill effects.
漆黑之梦 29 Apr @ 6:56pm 
@Derko
If you remove this mod, the exported xenotypes will still be available
Derko 29 Apr @ 8:51am 
the tool itself is not usable with 1.5, but the mod containing the exported xenotypes is compatible with 1.5
比那名居桃子 28 Apr @ 9:44pm 
no,actually,it's not working at all
Three 28 Apr @ 3:55pm 
Is it safe to use this in version 1.5? :guard:
SanguinarcAQL 27 Apr @ 8:46am 
Love this mod, hope you can find time to update it !
野兽玩家 23 Apr @ 6:46am 
please update, this mod is very important to me.
Psifo 16 Apr @ 8:47pm 
please let their be a 1.5 update
Leaf 15 Apr @ 11:18pm 
please update
a quality meme 13 Apr @ 10:11am 
will this be updated to 1.5?
CTH2004 12 Apr @ 9:38am 
yup, that's what it is!
Luzn 11 Apr @ 12:56pm 
The 'export xenotype' button isn't working for me. Could this be do to trying to run it on version 1.5?
Endevouz 15 Mar @ 3:28pm 
1.5 please
TheSevenSins 26 Dec, 2023 @ 2:26pm 
Update: It cannot read the "gendered genes" section and make a blank xenotype, darn
TheSevenSins 26 Dec, 2023 @ 1:38pm 
Really useful mod, but what I am wondering is why does it use xml instead of the xtp used by rimworld to store xenotypes? I am trying to see if dding the <xenotypeGenders> section from the gendered genes mod. I need those gendered genes for my ant xenotype. I am making it so only the mals have insect wings which I think is fun.
TheSevenSins 26 Dec, 2023 @ 1:35pm 
@regaknock The way I handled it is by exporting both phases of the xenotype seperatly and reloading the game. Now that both xenotype exist you can add the genes tying them both together. Last thing to do is simply reupload the xenotype with the same name overiding the version that is missing the morph gene.
a quality meme 21 Dec, 2023 @ 9:26pm 
@regaknock there is an id name difference between the player's custom xenotypes and the versions produced by this mod's exports. What I would do is export a temporary xenotype that has just the latter xenotype's morph so you can then go into the export folder, check that exported type's file to see the gene's id, copy and paste that over the first export's morph gene and get rid of the temp. This should, given a restart, have your first xenotype's morph gene correctly referencing the export produced by the mod instead of the old custom version.
regaknock 21 Dec, 2023 @ 8:45pm 
feeling kind of dumb but, I'm running into a loop. I want a custom xenotype that has the ability to morph into another and then back. The issue I am having is that if I create the first one it can't reference the latter until I make the latter. Then the latter can't reference the first one since the old one doesn't reference the new one. I'm running into this loop where neither can reference the version that would morph back and forth. any suggestions?
CTH2004 3 Dec, 2023 @ 3:15pm 
Okay, another idea:

Would you be able to make this compatible with Gendered Genes , to allow us to export xenotypes with different phenotypes/ dimorphisim?
CTH2004 17 Nov, 2023 @ 11:13pm 
Another question: any plans to make this compatible with Vanill Androids Expanded, to let us export versions of them?

Just wondering, thanks!
CTH2004 19 Oct, 2023 @ 4:25pm 
thanks!
Gegegeb  [author] 19 Oct, 2023 @ 12:40pm 
@CTH2004, there is no need. You can change anything that this mod generates.
CTH2004 19 Oct, 2023 @ 11:32am 
Quick question: what should I do with the about if I am planning on uploading the mod to steam? Do I need to keep some information to reference you? Or what?
Gegegeb  [author] 22 Sep, 2023 @ 11:45am 
@KrazyKricket, I think what you want already exists in form of Xenotype Spawn Control / Total Control / Faction Control 1.4 . While these mods don't allow you to "export" factions, they do allow you to easily edit them.
KrazyKricket01 21 Sep, 2023 @ 10:05pm 
Is there any way you could do this with factions? This is a very well-made and helpful mod, so I was hoping that would be possible.
Rostropovich 14 Aug, 2023 @ 6:06am 
Extremely useful mod, thanks a bunch for making and sharing it.
Alexander Zagirov 28 Jul, 2023 @ 4:22pm 
Thank you for this super useful mod!
Avericat 26 Jul, 2023 @ 10:52am 
Let the user fuck around and find out I say. I just wanna add cat ears to my favorite xenotypes. If that breaks the C# code of their mod then I will just remove those patches. Adding a warning when modifying modded xenotypes would suffice to avoid any responsability for the errors it may produce.
Gegegeb  [author] 26 Jul, 2023 @ 5:57am 
@Avericat, in the future, I might add an option to easily edit existing xenotypes' names, descriptions, short descriptions and genes by creating a patch file. Replacing an entire XenotypeDef is not very wise, as it could break references to it in C# code.
Avericat 26 Jul, 2023 @ 4:25am 
If your mod is already "creating" a mod on its own and modifying files, couldn't you patch operation replace the modded xenotype you want to modify just as easy? Xpathing to a xenotype with the same label should be enough.
Dr Jimothy 24 Jul, 2023 @ 9:25pm 
Wait a second... that could actually be super interesting, like you could make more variety within existing xenotypes, like some dirtmoles are stronger or weaker than others, etc. Or I guess just micro down your specific desires for their capabilities and then use xenotype spawn control to supplant them into being what appear instead of the others.
Gegegeb  [author] 24 Jul, 2023 @ 8:17pm 
@Dr Jimothy, No, you cannot. Though you can select the load premade option in the xenotype editor and create a copy of an already existing xenotype with the desired genes.
Dr Jimothy 24 Jul, 2023 @ 5:05pm 
Can you overwrite existing xenotypes added by base game and/or other mods with this? There's a mod that adds varied melee damage genes and dirtmoles having the same boost to melee damage as sanguophages feels goofy.
Billnotic 24 Jul, 2023 @ 12:41pm 
Very useful, thank you so much for making this!
ddkong 23 Jul, 2023 @ 6:39pm 
thank you thank you soooooo muck i love you:steamthumbsup:
Bobkiri 23 Jul, 2023 @ 5:26am 
fantastic
Neronix17 23 Jul, 2023 @ 2:37am 
Amazing, gonna be recommending this heavily.
wydscum 22 Jul, 2023 @ 6:11pm 
FIRE THANK YOU SO MUCH
5katz 22 Jul, 2023 @ 1:34pm 
Sweet, custom faction xenotypes made easy with this and xenotype control :)
RecreationalNukes 22 Jul, 2023 @ 12:40pm 
this is going to be so useful, thanks for making this
CTH2004 22 Jul, 2023 @ 12:19pm 
Nice!

Do you think you could make a version for exporting ideologens? Granted, that would be more for sharing ideologens that you made with friends, so they can easily access them... just a thought!
The Dutchman 22 Jul, 2023 @ 11:53am 
Cant be underrated if it just got added....