RimWorld

RimWorld

[BT] EyeGenes2 | Base - [NL] Facial Animation |
253 Comments
PORCINE DRIED BLOOD MEAL Aug 20 @ 1:41am 
Never minds it's a mod conflict with Reel's FA. Sorry!
Fibre🌹 Aug 20 @ 12:46am 
Wanted to ask, once I loaded it in.. is it normal that every colonist has different coloured eyes now?

And will you have a patch that works alongside Archotech Genetics
PORCINE DRIED BLOOD MEAL Aug 18 @ 6:26pm 
I also can't change the eye color via Character Editor, the button is there but picking a color does nothing.
lloki Aug 18 @ 8:58am 
Sorry, I can see it's natively supported, silly me. Though I was having some issues in-game and couldn't really add them by character editor. I need to check again I guess.
⸸STYLOX⸸ Aug 8 @ 12:43am 
love this mod
lloki Aug 7 @ 2:28pm 
Any plans to make it compatible with Reel's Facial Animation Textures?
No Mic Tweetus Aug 2 @ 2:10pm 
How do you change people's eye colors with dev mode?
No Mic Tweetus Aug 1 @ 11:09pm 
Are non-brown eyes just super low? I never see hazel, green, or blue.
тетеря, блин Jul 25 @ 9:19pm 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/GeneDef[defName="Eyes_Red"]/renderNodeProperties"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=32
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\2898151329\Versions\1.6\Patches\Patch_FacialRemoveEyes.xml
...
https://gist.github.com/HugsLibRecordKeeper/4e8a4b5f7b8ddd04395be02da4957b42
BB7 Jul 25 @ 1:22pm 
Hi, would be possible to make a gene that when you add it, it chooses a random eye color from the (EyeGene) pool?
I ask this, because... when making custom xenotypes, I always need to add every single gene in order this to happen, making the gene tab huge as fuck.

Anyway, thanks for the mod, your work is well appreciated. :steamhappy:
тетеря, блин Jul 20 @ 3:31pm 
is it possible to make a framework that would allow having different types of faces per different factions? Or maybe bound to a gene. It would be super cool to make different factions look differently, something like nations.
Niniisan Of Waterdeep Jul 20 @ 7:05am 
@Iloki that's because it's a gene, so you need to go to the xenotype editor.
тетеря, блин Jul 19 @ 5:39am 
is it possible to make it compatible with this somehow?

https://steamcommunity.com/sharedfiles/filedetails/?id=2682310477

or maybe add it to the list as incompatible, if so.
Fred_Flo Jul 18 @ 7:41pm 
Thanks a lot OPERATOR!
Sephira jo Jul 18 @ 7:04pm 
No matter what I do I can't seem to choose the color at creation using the Character Editor or Prepare Carefully, is there a way to do so?
lloki Jul 18 @ 11:22am 
Hi, what if I only want the colour eye to be applied to the xenotypes which have them? Currently it patches everyone.
OPERATOR  [author] Jul 18 @ 2:34am 
That is to be expected! It should still work for every race except Starjack, SpawnThoseGenes just has to update and that error should go away :)
Monbland Jul 18 @ 2:28am 
[[BT] EyeGenes2 | Base - [NL] Facial Animation | - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1

[[BT] EyeGenes2 | Base - [NL] Facial Animation |] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationAdd(Defs/SpawnThoseGenes.SpawnThoseGenesXenotypes[defName = "Starjack"]/Groups)) failed
file: B:\SteamLibrary\steamapps\workshop\content\294100\2898151329\Additionals\SpawnThoseGenes\Patches\Races\Patch_Starjack.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)

обрезал оба лога, если что
SA†AN Jul 17 @ 10:10pm 
Thank you for the update!
Much appreciated.
OPERATOR  [author] Jul 17 @ 9:56pm 
Updated!
OPERATOR  [author] Jul 17 @ 9:13pm 
1.6 Compatibility complete! Will become available shortly! Sorry it took so long I had other things I had to do first.
lloki Jul 17 @ 11:17am 
Hi there! Will you patch Cinders of the Embergarden at some point? :)
cykonetic Jul 16 @ 8:57pm 
so each is just it's fraction of the sum. I kind of figured but I was sure I read that it was supposed to total 1. Looking forward to your official release.
OPERATOR  [author] Jul 16 @ 8:45pm 
Mod is already working for 1.6 on my end, just adjusting it atm as for the sum the way SpawnThoseGenes works is that it doesnt have to equal up to one, it just shifts the likely hood of being selected, basically a weighted table. 10 is wayyy more likely to be chosen whilst 0.1 is stupidly rare. etc
cykonetic Jul 16 @ 8:14pm 
I have your mod working in 1.6. I can save you the effort and pass the updates along if you would like?
cykonetic Jul 16 @ 7:20am 
<3 your mod but you need to double check your race patches. The sum of all the values should equal 1, It appears as though the decimal got shifted for a few of them.
DuckGoosebear PrairieDogLover Jul 15 @ 11:49pm 
this mod is so cute btw
LifeisGame.inc Jul 15 @ 8:55pm 
@Operator I love you
Fred_Flo Jul 15 @ 10:26am 
@OPERATOR Thanks!
Bo0Mz Jul 15 @ 7:36am 
@OPERATOR thanks for your hard work :cozyspaceengineersc:
-=Einherjar=- Jul 15 @ 6:28am 
@OPERATOR Thank You Gods speed! Code like a wind xD
OPERATOR  [author] Jul 15 @ 2:10am 
Hah! Good one below! But jokes aside sorry its taking so long I'm currently a bit swamped on other projects atm, but I will try and find some time sometime this week to take a crack at updating most of my mods, thank you for your patience!
timeforend Jul 14 @ 7:27am 
recommendation: never update this mod to 1.6 to spite the guy beneath me :p03:
RAD EMERALD Jul 13 @ 6:44am 
PLS NOW UPDATE 1.6 F*****G!!!
Kazzier Jul 12 @ 11:07am 
Just want to say thank you for the work you are doing on this. Looking forward to it's release. Have a great day.
Fish n' Chips Jul 12 @ 10:21am 
Seems to work fine with 1.6 as long as you don't mind Starjacks not having eye genes. You can always go and add the genes to any colonist Starjacks if it bothers you!
@OPERATOR thanks you're the best!
RAD EMERALD Jul 10 @ 12:13pm 
pls now update 1.6???
OPERATOR  [author] Jul 8 @ 1:00pm 
1.6 coming out shortly :>
CallMeChunLi Jun 21 @ 8:40pm 
I'd love a 1.6 version. No rush.
cykonetic Jun 6 @ 6:09am 
I really enjoy the personality your mod adds to my pawns. I recently added a few of the VRE races and noticed some were lacking eye color. I am trying to patch them but failing miserably. I am new to RimWorld modding ... are there any conventions I should be aware of?
Gummy_Bone May 28 @ 4:18am 
OK thank you for your help.
OPERATOR  [author] May 28 @ 3:02am 
if you remove the gene and edit the colors with a external mod you can technically do that individually, since then the gene wont overwrite it, but it wont pass to offspring sadly.
Gummy_Bone May 28 @ 2:29am 
Dang well thank you for the response. I just downloaded it and i was wondering i have pawn in her 3rd trimester and I dev mode the eye colors for the parent will the baby get one of the colors if she was already expecting. Sorry if its a silly question i'm new to biotech baby's.
OPERATOR  [author] May 28 @ 12:21am 
Currently no, but we did want to make it in the future when I have time.
Gummy_Bone May 27 @ 10:37pm 
Can i make Heterochromia "different-colored eyes" possible to inherit?
Imagine12 May 6 @ 7:58pm 
Alrite, guess I'll just dev them in
OPERATOR  [author] May 6 @ 4:44pm 
Already spawned pawns will NOT have eyegenes, however any new generated pawns will.
Imagine12 May 6 @ 2:35am 
Is this safe to add mid-save and will the already spawned pawn receive their eyes or do I have to dev-mode some random eye gene instead?
jake Mar 27 @ 2:38am 
Any chances to add a compatibility patch with Alpha Genes mod?