RimWorld

RimWorld

[1.4/1.5] Gendered Genes
204 Comments
GarryFlowers  [author] Aug 24 @ 12:18pm 
@demondust6
@qwerty
@kiryans5
@Monkey Magic
@Torkkar

New 1.6 version just dropped: https://steamcommunity.com/sharedfiles/filedetails/?id=3555383445

Pinging some people since they expressed interest in 1.6 update
Torkkar Aug 18 @ 7:40am 
pokeing this so I know when its updated this is a REALLY cool concept that would allow me to make the Porks(i refuse to call Pigmen Orcs) from Tsukimichi: Moonlight Fantasy which TBF I really like their concept of extreme Gender Dimorphism.
Monkey Magic Aug 17 @ 12:45am 
@demondust6 - The author has stated they want to get it updated for 1.6, but are in a bit of a bind at them moment. Also wanted to mention that while technically the mod is working for 1.6, the issue in the error report I posted below effectively means that any offspring will likely not be getting the correct genes attributed to them.

So yeah, if you don't plan on letting your pawns procreate, or don't care that there may be demands for paternity tests when the child that arrives looks nothing like their parent, it's fine XD
Monkey Magic Jul 26 @ 12:08pm 
@kiryan5 - You sure about that? Coz I'm getting the following error with just this mod, and it's requirements enabled :/

https://pastebin.com/1sH4ptpz
kiryans5 Jul 19 @ 2:34pm 
Still works on 1.6, from what i can see so far.
qwerty Jul 17 @ 2:37pm 
1.6
demondust6 Jul 14 @ 4:30am 
is this getting a 1.6 update?
Optionalduck Jul 9 @ 3:31pm 
Pawns that spawn as from events like raiders don't retain the info and have all the genes active
Monkey Magic Jul 3 @ 7:50am 
@Feels - Previously I commented that it doesn't save the settings. However, as @GarryFlowers stated, it should do so, and in fact has done so since. I am not sure exactly why I had that issue back then, but it appears to have resolved itself.

If I were to guess, I would say the most likely culprit being the xenotype data file stored in Rimworld by Ludeon/Xenotypes being corrupted, which I recall having to delete manually before remaking my "Yttikin" replacement for "Yttakin".
GarryFlowers  [author] Jul 3 @ 7:33am 
@Feels it should
Feels Jul 2 @ 1:55pm 
it doesnt save the settings?
zakuro Jun 10 @ 8:40am 
Unfortunately doesn't play well with Character Editor if you want to change the xenotype mid-game it just doesn't split for male/female.
Monkey Magic May 4 @ 6:58am 
Actually, there's another drawback - this will only work for new games. Old saves will still have previously existing Yttakin Pirate xenotypes regardless of the changes made.

EDIT - And apparently yet another drawback. Every time you want to load your save file, you will have to first go into the mod options, edit the the custom race, add back the gender flags because they somehow still get lost, then rename it so it saves as a new version (so we'll go with Yttikin this time) and delete the existing one in order for it to continue working..
Monkey Magic May 3 @ 11:02pm 
@Garry Flowers and QuarkDoe - Unfortunately Xenotype Spawn Control will not recognise a customized default named xenotype as valid, and it will not show up in the list of options.

One can cheese it, but to avoid issues one first has to:

Deleting the Xenotypes folder in the Rimworld by Ludeon Studios folder (User Files/App Data/LocalLow)

Open XSC's options, and use Editor tab to create a new xenotype by loading the original (Yttakin for example), making changes adding gender flags and saving as a similar name(Ytterkin).

Use Faction tab, and move the slider for Yttakin Pirates to 100% of the new version.

@TheSevenSins - In theory you could use the method above to create new versions of modded xenotypes, assuming they show up as an available faction to screw around with (you will need both mods)

The drawback is these xenotypes will not have the originals info in game
TheSevenSins May 2 @ 9:04pm 
@GarryFlowers Is there a way to specify gendered genes in either a xenotype xml or a patch xml? I am trying to make a specie of ant xenotype that only have wings when they are male.
TheSevenSins May 2 @ 9:01pm 
If you want to modify existing Xenotypes @QuarkDoe you can use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3254345251&searchtext=export

It allows you to export patches of xenotypes, making them load instead of the original
QuarkDoe Apr 27 @ 9:47pm 
@GarryFlowers thanks for the response and for pointing out xenotype spawn control mod, i'll try it.
GarryFlowers  [author] Apr 27 @ 5:18am 
@QuarkDoe unfortunately this is currently not supported. But you can get something similar i think. There is a mod called xenotype spawn control, which you can find here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564

It allows you to change which factions use which xenotypes and at what percentage - even works with custom xenotypes you create in game. So you can create your own custom versions of impids, yttakin, etc and use that mod to have factions use your custom xenotypes instead of the vanilla ones. I haven't tested this but might be worth a shot
QuarkDoe Apr 27 @ 4:04am 
Hi! Thanks for the interesting mod.
But i have a question, is it possible patch original xenotypes?
I want to make some original xenotypes, for example yttakin or impid, have more sexual dimorphism.
I know how to add or remove genes to xenotype with xml patch file, but what i should add to XenotypeDef, to define which gene for male or femal? Of course, if that's even possible.
Monkey Magic Apr 21 @ 1:17am 
Nice mod. I don't mind the Dogbois, but the Doggirls were always kinda grim. Thanks to this mod, I was able to keep the Dogbois, and have Catgirls instead by setting Hulk body, Unisex Beard and Bald to Male only, and adding Cat Ears for female only :D

Unfortunately, this only appears to apply to custom xenotypes, and won't let me overwrite the vanilla Ytterkin :(

One adjustment I might suggest is making the highlighted flags more intense. I could barely see that green aura at first, and thought the mod was broken :/
EvilNecroid Mar 16 @ 5:15pm 
dammit :(
devs need to release a big mod friendly update to give u guys more power
GarryFlowers  [author] Mar 16 @ 6:08am 
@EvilNecroid probably not. As the mod page states: "Due to technical limitations, modded ways of shuffling genes around or reproduction will likely not retain gender information and as a result will likely cause genes to revert to unisex if used." Since there is no vanilla way of having colonists lay eggs all genes would revert to unisex if you use a mod to make them lay eggs
EvilNecroid Mar 16 @ 1:13am 
sooo can i make an insect race where theres 1 female whose the queen and shes huge and lays eggs but out of every egg comes a male that is tiny and cant lay eggs?
GarryFlowers  [author] Mar 7 @ 1:12pm 
@countrygirl86 for your first question: No, unfortunately there is not. As for the second question: It has been a while since i made this mod so i don't know if that's just a base game issue that doesn't even have anything to do with this mod. You mentioned something about both genders ending up with 225% metabolism, so maybe thats the issue. to fix it i recommend creating xenotypes for each gender individually to see the resulting metabolic efficiency and then creating another with all genes from both that you will actually use in game
countrygirl86 Mar 7 @ 9:27am 
I'm also getting error messages that pregnancy is impossible due to combined metabolism is too high.
countrygirl86 Mar 7 @ 6:04am 
Is there any way to have the game show metabolism for each gender when you're making the xenotype? I ended up making one super strong and one super smart, but they're both at 225% metabolism because I couldn't see the end result due to the conflicting genes.
Beklik Feb 27 @ 12:23am 
I had a wonderful idea, and this mod seemed like it would allow me to do it, I wanted one xenotype where the males were linked to Anima trees, and females were linked to the Gauranlen. Didn't seem to work though.
GarryFlowers  [author] Sep 21, 2024 @ 8:19am 
@PetLoverSpy probably possible, yes. The code is in the mod files, so you can create the patch if you want
PetLoverSpy Sep 21, 2024 @ 7:55am 
Would it be possible to patch this with Insector's Parthogenesis? Given the compatibility note I'm assuming that's what's making it revert to unisex in my kiddos
Hatsoon Mike Aug 4, 2024 @ 4:29pm 
Pawns generated after the initial group, like a drop pod spawn, will have both male/female genes if they're my custom type
Doctor Worm Aug 3, 2024 @ 11:20am 
based on the notes about this mod and technical limitatiosn, im assuming it may not be compatible with "better gene inheritence" https://steamcommunity.com/sharedfiles/filedetails/?id=3046776238&searchtext=better+gene ? but has anyone tried to confirm?
TheBronzeWarrior Aug 2, 2024 @ 7:08pm 
FINALLY i can make a bug hivemind with this
girlthing Aug 1, 2024 @ 8:04am 
This doesnt seem to work with Vanilla Races Expanded Lycanthropes. Makes them not morph
EchoBlue Jun 22, 2024 @ 10:45am 
w mans
GarryFlowers  [author] Jun 18, 2024 @ 5:55am 
@Lagii you're welcome :steamthumbsup:
Lagii Jun 18, 2024 @ 5:53am 
That's what I was worried about. Thank you for the hard work!
GarryFlowers  [author] Jun 18, 2024 @ 4:59am 
@Lagii i appreciate the offer, but this mod is 100% c# :rip4real:
Lagii Jun 18, 2024 @ 4:16am 
If there's anything I can help with lemme know. I can't really help with anything C# related but as long as I'm only messing with xml i'm pretty sure I can do something. I wanna see this mod thrive.
GarryFlowers  [author] Jun 18, 2024 @ 1:41am 
@Lagii
I just did some more testing and it seems only some cosmetic genes are unaffected by this mod (not an incompatibility issue, just genes ignoring whether or not they're overridden in the base game). Body type and hair color seem to be examples of this. I thought i had fixed that, but it seems it only works for some cosmetics like cat/pointy ears. i didn't look too deep into it, so i don't know what the issue is and my todo list is currently quite long unfortunately.

As for your modding question: the game treats modded xenotypes and custom xenotypes as different things. the notation in xml is the same, so if there was a way to do this you'd have it figured out correcty, but since the game loads modded xenotypes using a different function that this mod doesn't patch it won't work. This is also on my todo list, but as i've said, it's long
Lagii Jun 17, 2024 @ 6:50pm 
Sorry for spam, but I had a modding question: If I wanted to create a xenotype using this mod as a requirement, how would I need to define it so that the gendered genes apply properly? I thought I could just copy-paste the <xenotypeGenders> data straight into my <xenotypeDef> but it returns as an xml error and doesn't work.
Lagii Jun 17, 2024 @ 6:33pm 
Not sure if this is a mod incompatibility somewhere causing this, but I noticed during character gen if you have "Standard" bodytype set to be gender specific, it can still spawn pawns using it even if they don't match gender. For example, male have "hulk" bodytype only, women have "standard" bodytype only, men will still spawn with the standard bodytype.
Lagii Jun 17, 2024 @ 6:12pm 
I'm so happy to see this updated. I love the idea of sexual dimorphism. Now I can make a kitsune race of psychically hypersensitive females and robust-but-psychically-deaf males. Thank you so much.
MaoDeBong Jun 17, 2024 @ 8:53am 
genius
GarryFlowers  [author] Jun 16, 2024 @ 3:44am 
@BingoBungus should be possible to make a mod like that, but not with this one. on the official rimworld discord there is a channel for mod ideas, maybe thats the place to go. i also dimly remember some discord that allowed people to offer commissions for mods somewhere, but can't find it anymore
BingoBungus Jun 15, 2024 @ 2:06am 
Weird question but this felt like the place to ask... is it possible to have a single gender *planet*?
GarryFlowers  [author] Jun 12, 2024 @ 9:13am 
@Felix alright, thats good to hear. You have a nice rest of your week as well :)
Flix Jun 12, 2024 @ 9:11am 
Yet another followup and despite no changes in the list of mods I have loaded the issue does no longer occur on a new testing save. I am guessing there was an update or something else that interacted weirdly. In either case with it not being reproducable I would lay the matter to rest.

I again apologize for the useless report, thank you for your patience and wish you a nice rest of your week.
GarryFlowers  [author] Jun 12, 2024 @ 9:10am 
@Flix don't worry, I'd rather have an inactionable report than no report at all. Now i at least know that there is likely an issue with an incompatibility with another mod, which is more than i knew before. when you have hundrets of modders working on the same game with no communication you can never be too vigilant about these things...
Flix Jun 12, 2024 @ 8:36am 
Followup: I did some testing with only the core DLCs, Harmony and this mod and while custom xenotypes did generate as wanderers, they did not exhibit the previously mentioned problem. I'll inform you should I figure out what is causing the issue on my end. Apologies for the inactionable report.
GarryFlowers  [author] Jun 12, 2024 @ 8:00am 
@Flix do random wanderers and similar even spawn with player created xenotypes? i thought those were only for starting colonists. Or are you using a mod that applies player created xenotypes to created pawns? if so, i'd like to know which mod you're using for this