RimWorld

RimWorld

Integrated Genes
274 Comments
Rohzdear Jul 26 @ 9:34pm 
Planning to add any Odyssey Genes?
Outcast_Architect Jul 14 @ 1:44pm 
Been having issues using dev mode with this mod... do not take this as a complaint I actually love that it has made me actually play the game properly. I just wanted to help by notifying the author that the dev mode is nonfunctional when this mod is active and im not too sure how else to help with codes and such
AnimeshkaTvar 🐾 Jul 13 @ 12:55pm 
Am not sure, but maybe its one of the general problems, wich causes red-log. Please, solve it :steammocking:
AnimeshkaTvar 🐾 Jul 13 @ 12:53pm 
Hey, Turnovus. You have a funny-named folder "InteractionDefs.XML" wich causes some trouble. Path to this folder:
workshop\content\294100\2884115974\1.4\Common\Defs

Same to 1.5 and 1.6
Turnovus  [author] Jul 12 @ 8:10pm 
@TOrllGa
Do you have a log? It could be an issue with Steam updating the mod files. Either way, I'm not sure how this particular issue could be causing the bug you're describing.
T0rIIGa Jul 12 @ 7:33pm 
@Turnovus, it still appears to be giving the same error. Absolutely no pressure, just wanting to help you troubleshoot whenever you find the time, it sounds like this is going to be a pain to get sorted.
Turnovus  [author] Jul 12 @ 10:19am 
Should be fixed now. Either way, I'll be at work for the rest of the day, so I won't be able to do anything else about it for a while. Good luck.
Bane Jul 12 @ 8:05am 
Hey T0rllGa i found the same one
Kaden Ha Jul 12 @ 7:35am 
There's an error in this mod. Here's the log [gist.github.com]. Something about VPECompat
T0rIIGa Jul 12 @ 6:58am 
I've isolated an error in which I can't move a drafted pawn to this mod. I believe the IntegratedGenes mod is still failing because it can't find a component from Vanilla Factions Expanded - Core (VFECore). This is a fatal error that is poisoning the rest of the game's loading process. At least that's what I'm assuming based off the error logs and removing it fixing errors. Hope this helps.
tww9428 Jul 11 @ 6:18pm 
mod generally works with 1.6 but causes errors with dev mode. otherwise i love this mod
月羽狐 Jul 11 @ 4:51pm 
I got the same problem with sTiKyt
sTiKyt Jul 11 @ 12:14pm 
VPE compat is broken, as i was explained, the reason is that VFE changed their namespaces

Here's my log to help you: https://pastebin.com/6y4WK6X6
GamerRoman Jul 8 @ 3:33am 
Thanks for the update!
Bean Jul 6 @ 10:13am 
awesome! thx updating n maintaining :)
Turnovus  [author] Jun 29 @ 12:06am 
@Bean

After I've finished programming the Anomaly genes, I'll work on it.
Bean Jun 25 @ 1:14pm 
great mod :). any plans on 1.6?
Dweebus Rex Jun 17 @ 3:44am 
Thank you so much for this! I actually only recently realised this wasn't part of the vanilla game and that I had installed this mod at some point. I love that you've let me make weird dryad tree symbiote people!

If you're looking for feedback, I'd suggest that the fainting effect from the "Terrified" gene is a *bit* powerful for something that *may* happen according to the description. From my experience it seems to be almost guaranteed that it happen a few seconds into combat if not instantly. "Free Spirit" also honestly feels more like a boon than a penalty, but that might be more down to playstyle.

fwiw: I have been playing this on 1.5 (no anomaly) for some time (multiple saves, hadn't gone more than 1-3 years in any one particular colony) but haven't ran into any issues with the latent psylink gene that others below have had. I think I remember a pawn receiving a starter psylink from it at some point, even.
Ken May 30 @ 1:53am 
Add cannibalism please! I wanna Tokyo Ghoul
Andy Feb 28 @ 10:03am 
Strange, I enabled all the options in the mod settings and the genes finally started working on the main map, looks like you didn't link the functions to the settings correctly
Andy Feb 28 @ 9:46am 
The Archotech attunement and Latent Psychic genes don't seem to be working for me, I've played several games often using them, run this mod in vanilla game, tried editing xml, but I don't remember them ever working in 1.5. I definitely remember it working before, has anyone else encountered a similar problem?
Turnovus  [author] Feb 10 @ 4:56pm 
@Bosh
It's based around a random chance that is checked at fixed intervals. It's currently balanced so that the initial psylink is granted at the age of 45, though there is also a chance of newly-generated pawns with the gene being given a psylink based on their age. For pawns that already have a psylink, it will grant additional levels up to level 3 every 5.5 years on average. No other factors affect it, it is purely random.

Currently, latent psychic is mostly designed to improve the Regalids from Integrated Xenotypes, who spawn with the gene naturally. If I ever find the time to pick up mod development again, I might reexamine the gene to make it stand better on its own.
Bosh Feb 10 @ 2:58pm 
How does Latent Psychic work exactly? How long does it take on average for a pawn to develop a psylink? Are you notified when a pawn develops a psylink? Does a pawn have to be meditating to have a chance at developing a psylink? Does psychic sensitivity affect the chances of getting a psylink? Do you even read these?
Guido Jan 2 @ 12:43pm 
appears there is a conflict with rimhud that disables it
Tinda Dec 13, 2024 @ 1:07am 
I just upgraded to 1.5 (at last) and I found that it seems every single one of your genes grant a psylink? How come?
~zenith~ Dec 2, 2024 @ 6:49pm 
@Rearden
Still noticing this too. Tried to make my own custom xenotype with blind genetics only to find out that it's not applying the bonus. :/
The eyes still have to be cut out/gone to apply, which is rather surprising, considering that they are still listed as having Sight at 0%
Fun fact! I thought that the Blightsight meme was required to make pawns more psychically sensitive. Turns out that any pawn that gets blinded gets a psychic sensitivity bonus of +50% (!). Blindsight gives you a 30% bonus on top of that. Genuinely didn't find that out until today.
Tinda Nov 30, 2024 @ 2:27am 
Would it be possible to add a letter notification when someone with a latent psylink develops one?
Thanks :)
Spleenboy Nov 26, 2024 @ 3:24pm 
You added the cooldownticks check but I think you forgot to set it anywhere. I believe it's meant to be set in the GeneDef under ModExtensions
acrab Oct 16, 2024 @ 1:34pm 
Not sure if this has been asked previously but are you intending on integrating anomaly as well?
gEt bEHinD me doKta!!!! Aug 28, 2024 @ 6:57am 
I don't get mechanisms on "Archotech attunement"... Does this requires existing psy link?
And will this level up psy link up to 6? I put this gene and latent psycic, but never experienced something different. It's almost year away after i put this gene on.
burritoexspress2006 Aug 8, 2024 @ 11:44am 
where can I find this inside of the cherry picker menu, some of these genes I want to remove for clutter's sake and I cant find it.
bubbli Jun 15, 2024 @ 7:05am 
For some reason the Free Spirit gene makes any Xenotype psylink level 1
Action Hero Daft Punk Jun 13, 2024 @ 12:41pm 
Is meditation dependency meant to be as punishing as it is? I've got a nature shrine set up for my colonists to meditate at, but even with three hours/day dedicated to meditation, they're almost always in the lower half of the need. Considering at the extreme end it's a full -20, it feels like this should be closer to the recreation need, but this is extremely brutal to manage, especially considering that they can't prioritize meditation based on the need. On top of that, Solace seems to barely increase at all.
vorzogu Jun 8, 2024 @ 4:07am 
Hey there!
I think i have found a bug.
I have a pawn with meditation dependency, and it loose all of his solace everytime i save and reload the game.
I play with loooooooooots of other mods, so maybe the problem come from elsewhere, but i still think it would be cool if you can check this.

PS: great mod.
umbrunoqualquer Jun 2, 2024 @ 2:01am 
Are Gauranlen tuned, Gauranlen dependency compatible with Vanilla Ideology Expanded - Anima Theme?
Space Moth May 8, 2024 @ 9:17am 
@Turnovus It is part of the 'randomness', hard to tell if things are just random or if there is an issue. I did notice in the same time my other colonist did not get afflicted once.
Turnovus  [author] May 8, 2024 @ 8:21am 
@Space Moth
It seems like geneblight is happening twice as often as it should be, because the gene is configured to apply the affliction 4 times per year.

I'll double-check the tuning and take the mechanical changes into consideration. Thank you for the comment.
Space Moth May 8, 2024 @ 1:11am 
I've been playing with this mod for a while and not had issues, but in my current game I have a couple pawns with Biosculpter Dependency. I'm not certain but it feels a touch over-tuned in how often it is required.

One of my colonists was afflicted by Geneblight on the 1st of Sep, 13th of Sep, 11th of Dec and the 14th of Dec. This is with about 2.5-3 days of treatment between each one.

Is it possible to make Geneblight a longer term condition that alerts once it reaches more critical levels rather than the random cooldown time between each occurrence?
Kaden Ha Apr 27, 2024 @ 1:11am 
There are a few outdated methods in the mod that throw errors, although I have played for quite a while now without game-breaking issues.
Flamangos Apr 21, 2024 @ 4:16am 
@Same
Scionin Apr 19, 2024 @ 9:09pm 
@Lung same
Lung Apr 15, 2024 @ 5:15am 
This appears to be tripping some red flags in console on start up.
Turnovus  [author] Apr 13, 2024 @ 3:29pm 
@FaithlessZealot
I don't want to spoil too much of Anomaly for myself by digging around in its files, but I am planning on looking into it after I finish my playthrough. I have a few ideas already, but I don't want to say too much too soon.
FaithlessZealot Apr 13, 2024 @ 3:33am 
will you be integrating anomoly?
KingsMan_ Apr 12, 2024 @ 11:00pm 
finally! thanks robot man!
Turnovus  [author] Apr 12, 2024 @ 10:22pm 
@KingsMan_
All the ones that I'm aware of, I believe.
KingsMan_ Apr 12, 2024 @ 8:15pm 
Are all the bugs in this mod gone now?
Turnovus  [author] Apr 11, 2024 @ 11:42am 
@Andy
Sorry, disregard my previous comment, it was a typo in the definition for the social interaction. I'll put up a hotfix ASAP, thanks for the heads up.
Turnovus  [author] Apr 11, 2024 @ 11:39am 
@Andy
It's probably an issue with Steam's content distribution. Try forcing an update by unsubscribing from the mod, making sure that the Steam update for RimWorld completes, then subscribing again.