RimWorld

RimWorld

Inject Genes
157 Comments
Stage Nov 1 @ 9:20am 
A trait to negate/reduce the coma would be awesome :)
Dust Oct 31 @ 12:39pm 
Oh totally missed that, thanks!
Wistala  [author] Oct 31 @ 4:07am 
@Dust It's on the list of things to add, but for now there should be a link in the discription to a mod that lets you fiddle with the coma etc.
Dust Oct 30 @ 4:49pm 
Sorry, yes, a toggle to prevent them getting a coma when injecting.
Its mostly a niche thing for very specific solo caravan runs I'm testing, but it had me wondering.
Wistala  [author] Oct 30 @ 4:12pm 
@Dust You mean disable it or remove it after it has been injected?
Dust Oct 27 @ 7:21pm 
Would it be possible for a toggle to turn on gene comas when these are injected? Or is that just a code of how gene changes work?
miza_azevedo Oct 25 @ 4:58pm 
@Wistala Yeah, that's right. Must be a mod conflict or visual bug then. Thanks for the support though, great mod! I'll look into this bug.
Wistala  [author] Oct 23 @ 4:16pm 
@Oninoted It's on the list but no ETA.
Wistala  [author] Oct 23 @ 4:15pm 
@miza_azevedo Wait so the grayed out happens AFTER you have injected the genes? Like it shows it's disabled in the gene panel? If so then that is not my mod, your gene probably got disabled because it has another gene that overwrites it or blocks it.
Oninoted Oct 22 @ 8:26pm 
Will force inject be added?
miza_azevedo Oct 22 @ 11:04am 
They are grayed out, but some of the genes, like the Jotun Frame, worked and showed normally. Those traits i mentioned i didn't have the opportunity to test. What happened is i injected the genes, they colonist went into gene shock for 2 days, and the gene had its name gray and a purple background. It did not show any information saying why it was disabled though.
Wistala  [author] Oct 20 @ 9:34am 
@miza_azevedo What do you mean disabled? Like the option does not show up, or it's grayed out or?
miza_azevedo Oct 17 @ 11:19am 
Some genes are coming disabled, like Robust and Superfast Wound Healing. I'm using the Big & Small mods and most of the Vanilla Expanded. Could it be a mod conflict? It does not show any warnings on the gene itself.
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.
Eagle Sep 10 @ 12:25am 
is there a mod like this where the xenogerm packs don't override and force a xenotype? but just add the genes?
Rovstam Sep 7 @ 11:04am 
Because i want more than 2 genes to be implanted on top of my existing xenogerm, which would take 2*n days per Gene (n), which, when you wanna add like 3 or more genes is kinda unreliable.
Wistala  [author] Sep 7 @ 8:48am 
@Rovstam My mod doesn't really touch Xenogerms, I could look into it a bit but no promises. My overall thought is more why don't you just inject the genepacks instead of turning them into an xenogerm.
Rovstam Sep 6 @ 7:12pm 
So technically: Absorb a Xenogerm, adding them into the pawn's Xenogerm without overriding them, or add a new operation called "add xenogerms".

Thanks mate. I really like your mod. I feel like it is a bit op and probably needs a growth vat for such thing to be conceivable (do they eat the genes?, HOW?) in some cases, but the Xenogermination comma balances it out.
Rovstam Sep 6 @ 7:10pm 
YESSSS

I want my EXISTING xenogerm to GET GENES ADDED on top of it, for some cases this is extremely useful, mainly because my best Xenogerm costs 8 archite capsules and i can NOT AFFORD to spend those each time i get a new gene.

Sorry for caps lol
Wistala  [author] Sep 6 @ 4:46pm 
@Rovstam So you just the genes to be added without it overriding any of the existing genes?
Rovstam Sep 5 @ 10:01am 
Operating removes the existing Xenogerm, and when your xenogerm requires 8 archite capsules, it's kinda unreliable to do so. Please :steamsad:
Wistala  [author] Sep 5 @ 9:36am 
@Rovstam What's wrong with implanting/operating it in?
Rovstam Sep 4 @ 6:41am 
Could you make it so Xenogerms can be Injected?
Wistala  [author] Sep 1 @ 3:18am 
@FotisP68n It looks like the person is using the in-game's own genes so it should work? If not can you give me the names of the genepacks that isn't working and I'll see what I can do.
VoidFP68n Aug 30 @ 2:41pm 
Can you please add compatibility with the new "[SH]Gene Expand" genes? I use this mod a lot and it's essential for my playthrough's and that mod adds very fitting and great genes for me, so if possible please consider update this, thank you!
Wistala  [author] Aug 29 @ 6:36am 
@Aboliax Added a link to your mod on the FAQ page. Let me know if you rather I didn't link to your mod and I'll remove it.

@amm90 It should. As far as I am aware they don't add in any new genepacks but use the ones already in game.
amm90 Aug 19 @ 10:56am 
does it work with vanilla races expanded mods?
Aboliax Aug 18 @ 7:00pm 
I came to grab a link to the mod for my description, but noticed the well timed discussion. I just put out a mod that lowers the coma over time: "Xenogermination Accelerator". I often play with Inject Genes and also find I want to reduce the coma time. Right now its hard set to 1/8th reduction but I will add some settings to make it adjustable to the users preference when I get some time.
Wolferus Aug 18 @ 11:53am 
@Wistala thanks for the answer.
And cool that the feature to lower coma time will come some day.

I dont know much about modding rimworld, but would it posible to force the genepack injection to others?
Even if the mod would stays how it is. Thank you for modding this in how it already is <3
Wistala  [author] Aug 18 @ 8:32am 
@Wolferus Oh that's the game. I didn't add the coma I used the game's own. So it's the doctor part is from the game itself or you have a mod for it.

@Atrolysk On the list. No ETA, sorry.

@Quiala On the list as well. Both of you can use turn on the dev mode, then go god mode, then back into the Health menu and you should have an option to remove it entirely. Not optimal and immersive breaking, but better than nothing for the time being.
Quilava Aug 17 @ 7:32am 
Talk about good doctor to lower coma time, i never see that option, but would be nice if we have something like that, or a mod option to lower the coma time, cause the coma time just slow me down in late game tbh :sad_seagull:
Atrolysk Aug 16 @ 2:38pm 
Is there a way to lower/raise the recovery time in the settings, or would you consider adding that?
Wolferus Aug 16 @ 8:28am 
i self injected the gene and then the xeno coma thingy said "With good medical fatility and a good doctor the coma time can be lowered".
And that coma came from the self inject from this mod. Soooo i though that text implies that doctors can inject the genes at others to lower the coma to maybe 1 day
Wistala  [author] Aug 16 @ 3:50am 
@Wolferus It has always been self inject. So that's intended. But what do you mean by the text says a good doctor can lower it? I have not added in text that like, when and where it show up?
Wolferus Aug 15 @ 12:43pm 
Testen/played with this mod a bit. The only 'problem' i cant force inject the gene to somebody. Only self inject.
The text of the coma says that a good doctor could lower the time of the coma. But if its only self inject it makes less sense.
Guarwo Jul 17 @ 6:14am 
Thank you for updating to 1.6 I was to dumb to figure out genes normally so this was needed lol.
Quilava Jul 15 @ 10:25pm 
LET GOOOOOOOO!!!, time to build my ultimate pawn that eat 10 time normal pawn :sad_seagull:
Nedlee Jul 15 @ 3:58pm 
Thanks!
Wistala  [author] Jul 15 @ 11:22am 
Updated to 1.6, enjoy. I do not own Odyssey at the moment so can't test that, but should be fine. Let me know if I am mistaken of course.

@Karkino, working as intended. It's a feature highly requested, but in implemented yet.
Noheals Jul 13 @ 7:53pm 
Tested it with 1.6 and so far no issues or errors.
AmaDeus Jul 12 @ 1:33pm 
@Quilava and I am hoping you will keep you passive aggressive behaviour to yourself ... just be fckn grateful