RimWorld

RimWorld

WVC - Xenotypes and Genes
1,228 Comments
Syilumi lunari 20 hours ago 
sounds like you implanted the chimeras genes into someone else while their genes were regrowing
Starlight-Ellie Nov 19 @ 4:30pm 
I'm using this mod in a run and, honestly, it's cool but a bit confusing sometimes, I discovered the hard way the chimeras always loss the genes that implant to others, and that leaded me to my chimera just dying (and her hair turning white because, i guess she lost the melanine gene too)
Sergkart  [author] Nov 19 @ 6:16am 
@Grave
Only if you're converting xenotypes into full-fledged ones. Targeted morph genes aren't designed for custom xenotypes.

Also, targeted morph genes work via the morpher's trigger, not as beacons for it. So, targeted morph genes only make sense for the xenotype that will be morphing, not the target to morph into.
Grave Nov 19 @ 5:47am 
I just got a pawn with a randomly spawned diurnal trigger. I want to complete the geneset. The wiki sort of helped, but I want to ask. If I want him to say, have the ability to grow larger at night, do I make and save a custom xenotype with the large gene, his other genes, and give him Targeted Morph (by match)?
Ozzy-mandias Nov 19 @ 2:57am 
damn well i guess were gonna have infinte psycasters but thanks anyway
Sergkart  [author] Nov 19 @ 2:21am 
@redundantusage
Fixed
Sergkart  [author] Nov 19 @ 2:14am 
@Ozzy-mandias
This is a vanilla mechanic, only if you find a mod that disables psylink duplication.

@redundantusage
I don't remember how it's supposed to work and can't find an entry about this gene in the tech docs.

So everything should work exactly as described in the gene's effects description. "Archived pawns" means the gene owner is excluded.

Some Reaperkind genes shouldn't work (fully) in the early/mid game, before the monolith embrace.

@Syilumi lunari
Ahaha :steamhappy:. Thanks!

0 days without RimPy
Syilumi lunari Nov 19 @ 1:01am 
RimPy is hopelessly outdated
vanilla kitten cuddles Nov 18 @ 6:17pm 
The mod is asking for a WVC Core but I can't find it on the workshop. Did it get removed?
redundantusage Nov 17 @ 2:57pm 
Playing with a Reaperkind, I've archived four pawns with very different skill levels, but I'm not seeing increases in skill level from the Skill Archive gene. Am I misunderstanding how it works? If an archived pawn has 11 in a skill and the Reaperkind has 5, at some point in the day they would get 11, correct?
Ozzy-mandias Nov 16 @ 9:30am 
In a duplicator colony/ideology is there anyway for just the original psycaster to have psycasts? Idk im im making sense but I dont want my whole colony of duplicates to have psycasts
MegaBunnyman Nov 15 @ 12:08pm 
I love how often you update your mods. love the dedication to the craft, thank you! :bunnyinablanket:
Raith Nov 13 @ 10:04pm 
who knew that duplication could be so broken
Hugalafutro Nov 12 @ 1:19am 
Thanks for the suggestion, will add that to my modlist. I presume it's not retroactive, I also have a Neaderthal/Undead baby. No worries if it's not, babies are easy to make :D
Sergkart  [author] Nov 12 @ 12:35am 
@Hugalafutro
For this, use this mod, vanilla gene inheritance sucks. https://github.com/WVCSergkart/WVC_TrueXenotypes
Hugalafutro Nov 12 @ 12:13am 
Hi, really cool and unique xenotypes! I have 2 Reaperkind that had a Reaperkind baby, the baby grew up and is 19 but it doesn't have all the genes and the gizmos. I'll admit I don't really get how genes work that much and usually just send enough people through the gene extraction to get what I want, I just assumed their kid would have the same abilities as parents if both the same.
Sergkart  [author] Nov 11 @ 12:25pm 
@☁Жму котов 7kg☁
Зайдите в настройки нажмите "Reset Settings" и выберете пункт "Default", затем перезапустите игру. Однако эти изменения могут потребовать новой игры. Ещё можете попробовать опцию "Disable genetic stuff", она более совместима со старыми сохранениями, но не отключает серумы, а лишь убирает их спавн.
☁Жму котов 7kg☁ Nov 11 @ 10:45am 
is it possible to disable the generation of things (like serum) Is it the same for the orbital merchants? because sometimes they generate an error and arrive empty.
Sergkart  [author] Nov 11 @ 7:45am 
@Ozzy-mandias
As Cibo said, 1-2 days. https://github.com/WVCSergkart/WVC_RacesBiotech/wiki/Genes-(WIP)#undead

@Cibo
Talking about ferrkinds, read their gene descriptions. Ferrkinds, by default, cannot get genes from anywhere, only from themselves and each other.
Cibo Nov 11 @ 2:47am 
in my experience, they'll resurrect before they begin to rot, usually day and half to two days, sometimes faster, i just let my dead dudes go to the corpse freezer, and when they resurrect they get automatically rescued by my other colonists,
Ozzy-mandias Nov 9 @ 5:21am 
for the undead gene how long is after some time?
Cibo Nov 8 @ 3:58am 
they dont seem to be sharing amongst themselves,
Cibo Nov 8 @ 3:57am 
ive run into a interesting issue with the ferrkin, and im not sure if theyre intented or not, but every day my ferrkin get like 5-8 random genes every day, nothing my colony should have, and seems rather op,
rdm Nov 7 @ 5:35am 
okay, thanks for info :ppg_pumplin:
Sergkart  [author] Nov 7 @ 1:07am 
@rdm
Here , here , here [github.com], here [github.com] and in the changelog .
rdm Nov 5 @ 11:16am 
I noticed new genes in the xenotype creation menu related to hive mind. Does this mean that a xenotype based on these hive mind genes will be released soon? Or is there already one?
Sergkart  [author] Nov 4 @ 2:59am 
@Cibo
They need bandwidth to do this.
Cibo Nov 4 @ 1:00am 
please pardon me if this is obvious, but the ferrkin, im unable to open up the chimera settings,
Devixian-Firehawk Nov 3 @ 3:26pm 
ngl, the removal of support for 1.5 sucks kinda ass, but I get it.
Sergkart  [author] Nov 3 @ 10:26am 
@HonkHonk
There's a chance slider in the settings, located in the "Extra" tab. However, most genes are not obtainable from genepacks. They're only available if you're lucky enough to encounter a xenotype with those genes.
Syilumi lunari Nov 3 @ 9:25am 
iv seen some appear in alpha genes abandoned xenotech labs things, i think some from quest rewards too but they might be more rare?
HonkHonk Nov 3 @ 9:23am 
Sorry if this is a dumb question. Do these genes appears in genepack in orbital traders or settlements? I wanted to make a new game starting as baseliner and transform with time. Or are there any other way to obtain these...
Thanks, congrats on the mod btw, really cool.
Sergkart  [author] Oct 27 @ 9:17am 
@z3r0shadows
In mod settings.

@Anta'el Feir
Reduce the pawn's metabolism. At metabolism above 15, Eternal Hunger becomes positive. The influence of metabolism on the gene is mentioned in its effects.
z3r0shadows Oct 27 @ 6:18am 
Hello, with True Xenotypes from github, how can I use it to transform my custom made xenotypes into regular xenotypes? F.e. where in the menu/game can I find this menu and interact with it? Thank you.
Syilumi lunari Oct 27 @ 3:43am 
im pretty sure the chimera getting genes from raw corpses has become extremely slim of a chance
Anta'el Feir Oct 27 @ 3:41am 
It seems like after the last update, the Eternal Hunger gene (I'm playing with an auto-translator, so I'm not 100% sure that's what it's called; it's the gene that grants hemogen when eating raw meat). It no longer increases hemogen leakage, but instead gives the pawn +26. As a result, the vampire simply doesn't need blood or food, which breaks immersion. Another question about the chimera gene: it seems there's a chance to absorb the gene when eating a corpse, but in all my time playing, I've only seen this happen a couple of times, and even then, many updates ago. Now, my chimera colony, unless they have a vampire bite or special genes that allow gene stealing, can't get genes just by eating a raider. Or the chance is so slim that it's pointless.
Syilumi lunari Oct 21 @ 8:19am 
woa that fleshhair is pretty
Reestock Oct 19 @ 11:33am 
Good mod for people who are less interested in gene modding and more interested in using archites to play god.
荒野大政委 Oct 9 @ 7:24am 
亡灵种的异种人死亡就会报错,复活时也会报错
荒野大政委 Oct 7 @ 8:02am 
用hooman cute 时尾巴会悬空,所有尾巴都会
荒野大政委 Oct 3 @ 1:01am 
那个异种人出现的概率到底该如何调整?一是正常概率,那二呢?也没有一个标准啊?
BlackSun Oct 1 @ 11:05am 
This is my favorite mod of all, Thank you ^^
Syilumi lunari Sep 30 @ 10:29am 
its in the tab, Genes under, total healing and similar
BoxingBud Sep 30 @ 10:26am 
Ohh perfect! Thank you!
Syilumi lunari Sep 30 @ 10:23am 
this is intended though you can turn on limbs heal with full health on in the settings
BoxingBud Sep 30 @ 10:03am 
Pawns with unrealfast wound healing (800%) when a limb grows back it starts at 1 hp and bleeding, so if a colonist lost their leg, and is otherwise fine, when it grows back they now have 1hp leg and bleeding...I assume it's to wait and it heals itself? Though my medics still tend to the colonist.
Syilumi lunari Sep 29 @ 11:16pm 
or is that hugslib that does it.. i forgot
Syilumi lunari Sep 29 @ 11:12pm 
im surprised at how people forget they can just put a git link that gets autogenerated by harmony with all the bug data
GapeHole Sep 29 @ 11:18am 
yeah wasn't expecting this
荒野大政委 Sep 28 @ 11:32pm 
亡灵类的异种人被打死时,就会报错