RimWorld

RimWorld

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Inject Genes
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
152.244 KB
Jan 14, 2023 @ 1:16pm
Apr 12, 2024 @ 3:22pm
7 Change Notes ( view )
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Inject Genes

Description
Mod has now been updated for 1.5, still supports 1.4.




Features

This mod adds the ability for pawns to simply use a genepack in order to gain whatever gene or genes is inside as Xenogenes.
However, doing so causes them to collapse in a "Xeno germination Coma" for 2 days and destroys the genepack in the process. So if you plan on adding more genes into your pawn, it might be more beneficial to use the gene assembler.

If you wish to change Xenogenes to Germline/Endogenes instead, you can do so in the mod settings. Default is set to Xenogenes. Does not need a restart to take effect.



Compatibility

The mod shouldn't have an issue with other mods.
However, custom made genepacks will not have this function on. I will have to add support for them.


Supported so far:
Alpha Genes.
Split Genes.
WVC - Xenotypes and Genes.

Let me know if there are others I should add support for.



FAQ

Q: Will this overwrite a xenotype?
A: Nope. It will just add in genes without deleting anything.

Q: Can you get duplicates genes on your pawn?
A: Nope. If there is a gene in the genepack that the pawn already has, they will not be able to use it.

Q: Is this a new item?
A: No. This is a feature I added to the genepack already in game. No item has been added.

Q: Can I remove the gene it added, if I accidentally added the wrong one?
A: No sorry, you'll have to use another mod that enables that. Mine just lets you add genes.

Q: Can I switch Xenogenes to Germline/Endogenes and visa versa instead?
A: Yup! Just enable Germline/Endogenes in the mod settings and you are good to go. Does not need a restart. Default is Xenogenes.

Q: Compatibility with HAR (Humanoid Alien Races)?
A: I am not sure. I know HAR now has the ability to block genes on a race but whenever this mod will respect that, I do not not. I don't use HAR and haven't had a chance to test it, sorry.
However, injecting a pawn with a gene is user directed, so just don't inject it into your race.



Changelogs

Added a post in discussion for changelogs. Or you can check the "Change Notes" at the front, beside the image.



Credits:


Please check the "Credits" file in the mod folder for a list of the wonderful people.

Image made by me.
Popular Discussions View All (2)
1
Mar 10, 2024 @ 6:00am
WVC Patch Failed
KΞNTΛR
97 Comments
Simbach Vazo Jun 5 @ 2:30pm 
How's this work with Archites / Archogenes? Do you need them still or no?
Wistala  [author] Jan 31 @ 8:55am 
@Twilight @morse_feri No sorry, it's on list but it's been on the list for a while now, sorry.
mores_feri Jan 30 @ 9:24am 
is there a way to administer the genes like a drug to other pawns like prisoners? speaking of dead calm and alike
Twilight Jan 12 @ 7:55am 
Any way to have another pawn inject genes into another pawn? Or any way to allow a Ghoul to inject genes? Trying a run through where individual genes can only be injected rather than the unlimited copying via xenogerm, and have a ghoul I want to tweak genes on and the normal inject option doesnt work for him.
Pasaway Dec 21, 2024 @ 8:40pm 
Wistala  [author] Nov 24, 2024 @ 2:51am 
@Quilava. No, sorry, not unless you use Dev mode and remove it.
Quilava Nov 23, 2024 @ 12:31am 
May i ask, is there a way for pond to recover from xeno coma faster? I love to build a super pond but the 2 day come every time you inject gene just too long for me :sad_seagull:
grijnskat Oct 29, 2024 @ 9:17pm 
No, it just allows the comp to work on xenogerms.
In order to make the XML patching obsolete one would need to change the code from being a comp to a thingClass and patch the base class (GeneSetHolderBase) via Harmony.
Wouldn't do that. Comps are better than thingClass since you can stack the former until you puke, while a thingDef can only be one thingClass.

However, the XML patches can be simplified. Currently every thingDef gets its own patch operation.

Changing the XPath from
Defs/ThingDef[defName="Genepack"]
to
Defs/ThingDef[thingClass="Genepack"]
in
AddGeneToGenepacks.xml
removes the need for all other patches.
In other words: currently the patches target every item separately, like the Biotech Genepack, the Alpha Genes Alphapack and Mixedpack, and so on. With the changed XPath one patch targets the whole item category.
Wistala  [author] Oct 29, 2024 @ 6:56am 
@grijnskat would that mean I wouldn't need to add patches anymore?
grijnskat Oct 28, 2024 @ 11:29pm 
Nice mod. But if I may offer one thing to improve:
the reference to the Genepack class in GetCompleteGeneList() should be replaced with ..parent.GetType().BaseType == typeof(GeneSetHolderBase).

This way your code becomes compatible with any ThingClass that can hold genes, like Xenogerm injectors. For ppl like me, who like to craft an injector first, instead of chugging down raw genepacks. ;)