RimWorld

RimWorld

282 ratings
Inject Genes
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
129.415 KB
Jan 14, 2023 @ 1:16pm
Jul 15 @ 11:19am
8 Change Notes ( view )
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Inject Genes

Description
Updated to 1.6, should still work with 1.5 and 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.

Q: Can I reduce the Xenogermination Coma?
A: No. My mod doesn't touch that section, you'll need a different mod. You can use this Xenogermination Coma Accelerator.


Changelogs

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


Languages:
Chinese.


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
144 Comments
Wistala  [author] Oct 7 @ 11:03am 
@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 Oct 6 @ 6:55pm 
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  [author] Sep 22 @ 6:35am 
@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 Sep 21 @ 3:37pm 
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  [author] Sep 21 @ 8:23am 
@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 Sep 20 @ 9:23am 
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 Sep 20 @ 9:17am 
@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  [author] Sep 20 @ 3:26am 
@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 Sep 18 @ 12:37pm 
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  [author] Sep 11 @ 11:10am 
@Rovstam Oh I see.

@Eagle not that I know of, sorry.