RimWorld
Custom Xenotype Exporter Tool
51 σχόλια
LAZER™ 26 Μαϊ, 13:56 
CTH2004 23 Μαϊ, 12:07 
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 Μαϊ, 18:41 
The main reason is that the author did not provide the source code, otherwise someone would have updated it long ago
Silent 9 Μαϊ, 18:29 
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 Μαϊ, 22:40 
thank you maxdbg and rynnever
RynnEver 5 Μαϊ, 15:26 
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 Μαϊ, 7:23 
with some work, you can use Lycanthropes to do that kinda
Cadet CStinky 3 Μαϊ, 23:15 
Is it possible to make a xenotype that can morph into multiple other xenotypes?
maxdbg 3 Μαϊ, 0:48 
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 Απρ, 18:56 
@Derko
If you remove this mod, the exported xenotypes will still be available
Derko 29 Απρ, 8:51 
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 Απρ, 21:44 
no,actually,it's not working at all
Three 28 Απρ, 15:55 
Is it safe to use this in version 1.5? :guard:
SanguinarcAQL 27 Απρ, 8:46 
Love this mod, hope you can find time to update it !
野兽玩家 23 Απρ, 6:46 
please update, this mod is very important to me.
Psifo 16 Απρ, 20:47 
please let their be a 1.5 update
Leaf 15 Απρ, 23:18 
please update
a quality meme 13 Απρ, 10:11 
will this be updated to 1.5?
CTH2004 12 Απρ, 9:38 
yup, that's what it is!
Luzn 11 Απρ, 12:56 
The 'export xenotype' button isn't working for me. Could this be do to trying to run it on version 1.5?
Endevouz 15 Μαρ, 15:28 
1.5 please
TheSevenSins 26 Δεκ 2023, 14:26 
Update: It cannot read the "gendered genes" section and make a blank xenotype, darn
TheSevenSins 26 Δεκ 2023, 13:38 
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 Δεκ 2023, 13:35 
@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 Δεκ 2023, 21:26 
@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 Δεκ 2023, 20:45 
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 Δεκ 2023, 15:15 
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 Νοε 2023, 23:13 
Another question: any plans to make this compatible with Vanill Androids Expanded, to let us export versions of them?

Just wondering, thanks!
CTH2004 19 Οκτ 2023, 16:25 
thanks!
Gegegeb  [Δημιουργός] 19 Οκτ 2023, 12:40 
@CTH2004, there is no need. You can change anything that this mod generates.
CTH2004 19 Οκτ 2023, 11:32 
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  [Δημιουργός] 22 Σεπ 2023, 11:45 
@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 Σεπ 2023, 22:05 
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 Αυγ 2023, 6:06 
Extremely useful mod, thanks a bunch for making and sharing it.
Alexander Zagirov 28 Ιουλ 2023, 16:22 
Thank you for this super useful mod!
Avericat 26 Ιουλ 2023, 10:52 
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  [Δημιουργός] 26 Ιουλ 2023, 5:57 
@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 Ιουλ 2023, 4:25 
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 Ιουλ 2023, 21:25 
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  [Δημιουργός] 24 Ιουλ 2023, 20:17 
@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 Ιουλ 2023, 17:05 
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 Ιουλ 2023, 12:41 
Very useful, thank you so much for making this!
ddkong 23 Ιουλ 2023, 18:39 
thank you thank you soooooo muck i love you:steamthumbsup:
Bobkiri 23 Ιουλ 2023, 5:26 
fantastic
Neronix17 23 Ιουλ 2023, 2:37 
Amazing, gonna be recommending this heavily.
wydscum 22 Ιουλ 2023, 18:11 
FIRE THANK YOU SO MUCH
5katz 22 Ιουλ 2023, 13:34 
Sweet, custom faction xenotypes made easy with this and xenotype control :)
RecreationalNukes 22 Ιουλ 2023, 12:40 
this is going to be so useful, thanks for making this
CTH2004 22 Ιουλ 2023, 12:19 
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 Ιουλ 2023, 11:53 
Cant be underrated if it just got added....