RimWorld

RimWorld

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Wolfein Race Gene Patch
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Mod, 1.5, 1.6
File Size
Posted
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1.385 MB
Apr 30, 2025 @ 3:26am
Nov 11, 2025 @ 2:12am
10 Change Notes ( view )
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Wolfein Race Gene Patch

Description
The gene patch for Wolfein Race
49 Comments
May 14 @ 9:50pm 
作者我想问一下,纯血沃芬存入CE后放出来报错并自动变成沃芬基因是正常现象吗,我排查了mod,只有前置mod和CE的情况下仍然有这个问题
Apr 19 @ 6:46am 
Is there a way to prevent the tail from being flammable? because with all these augmentations and implants it's still easy to lit their tails even when all of their wolf parts is altered
瓜鸽  [author]
Feb 21 @ 1:19am 
@Ammy Sorry, I’m not really sure about this one. I believe it’s just working as vanilla intends right now, so you’d probably need a different mod that changes how gene inheritance works.
Feb 20 @ 2:58pm 
Is there a way to make it so gene inheretence from having a Wolfein and a baseliner have children, doesn't remove genes at random?

I assume this is just something where I need to use a different mod that changes inheretence since its currently functioning as vanilla intends
瓜鸽  [author]
Jan 14 @ 11:54pm 
@Nyarlatep I misunderstood the situation at first and thought that none of the genes were being displayed. In fact, this is a long-standing issue caused by the game defaulting to the Human xenotype at the start, and no solution has been found so far. As a result, genes can only be selected manually when customizing characters at the beginning of the game.
Jan 14 @ 11:49pm 
Good Day,
I would just like to report that I had the same issues as @suvpavel720 during the start of a new wolfein scenario. No xenotype bar in the bio however I found the cause and fix for the issue. The cause was found in the "create character" screen just before the start of the game. All the wolfein colonists will set to 'baseliner' xenotype by default rather 'wolfein' or 'pure wolfein'. the 'baseliner' wolfein colonist still had the apperance, ability, backstory, and night-owl trait but not the lunar hediff nor the unique 'wolfein' trait. This 'baseliner' wolfein will not have a xenotype bar in-game.
Simply changing the starting wolfein colonist to either 'wolfein' or 'pure-wolfein' then starting the game with them. The xenotype bar will appear and work as intended.

I recommend that the starting colonist in the 'create character' screen from a wolfein scenario be set to 'wolfein' xenotype by default rather than 'baseliner' xenotype
瓜鸽  [author]
Jan 14 @ 2:40am 
@欸口卡特 这个算是个原版的问题,之后我更新任务事件时会做一些类似的任务覆盖一下减少这种情况的发生。
Jan 13 @ 10:13pm 
我測試只安裝本體模組與基因擴展跟前置,DLC全開
沃芬支援與襲擊會正常生產沃芬族,但逃生艙跟流浪者加入只會生成智人
生成的智人幼年與成年經歷都是沃芬族的,而且移除基因擴展依然會這樣
瓜鸽  [author]
Jan 5 @ 8:54pm 
@suvpavel720 Thanks for the report.
Since this mod and its Biotech extension are working correctly in both my own testing and for other players, this issue is most likely caused by a local setup problem rather than the mod itself.
Please double-check the following:
Biotech DLC is enabled in the Mods → DLC menu
The pawn was generated in a save created with Biotech enabled
No UI or pawn card overhaul mods are hiding the gene/xenotype panel
Try generating a new pawn via Character Editor Mod to see if the xenotype appears
Jan 5 @ 2:15am 
@瓜鸽 Yep, i tried. When i choose pawn of this race it only shows her attitude to the settlement and favourite colour. And no mentions about xenotype at all. Like rimworld before biotech) I subscribe and subscribe this mod and all mods about this race, localiztion etc. Nothing changed(