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RimWorld => Mods => Releases => Topic started by: SargBjornson on August 17, 2017, 06:12:08 AM

Title: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: SargBjornson on August 17, 2017, 06:12:08 AM
Genetic Rim
(http://i.imgur.com/FdwhWKc.png)

Scientists in the Glitterworlds, with their advanced technologies and stable societies, can allow themselves to think about ethics. "Should this be done in the name of science?", "Are we not playing god?", "What are the limits, and should they be crossed?". No such luxury on the Rim. If it can be done, it WILL be done. And if you are not the one doing it first, then you are the one being beaten to death by the results.

Hi! This is my first mod, and I hope you guys like it! It draws its inspiration heavily on a game called GeneWars, by Bullfrog (1996), which was an RTS where your "units" were different animals that you could hybridize to get different, more specialized units.

Features

- Hybridization: Extract genes from Bears, Cats, Chickens, Boomalopes, Muffalos, Wolves, Rodents, Reptiles, Insectoids, Thrumbos and Mechanoids, and create hybrids of these species. Some combinations can go both ways, so for example a bearalope is different from a boombear, and you will get one at random. A total of 77 new creatures for you to play with. Some very useful, others... less so.

- Hybrid implants: The Growth Vat can be used to create either animal or human implants. Using different animal genes, you can create implants such as Thrumbo Legs, or Chitinous Hearts, and turn your scientific aberrations into even more bizarre creatures. By using humanoid genes, you can mix them with animal genes and create several hybrid implants to improve your colonists.

- Paragon Creatures: With the Animal Enrichment research, you can turn regular animals into Paragons, more evolved versions of the base creature. A total of 14 new creatures for you to play with.

- Animal Control: With the Animal Control research, you can directly control your animals. Draft them and move them at will! It also gives special abilities depending on the creature, so wolf hybrids can use Adrenaline Rush, thrumbo hybrids can stampede, and so on. 11 new abilities, and any combinations of them, open up fascinating new tactical possibilities.

- Eldritch Creatures: If you download the patch mod, you can create 8 new hybrids with monsters from the Call of Cthulhu - Cosmic Horrors mod.

- Dinosaur Creatures: If you download the patch mod, you can create 8 hybrids with dinosaurs from the Dinosauria mod.

- Megafauna Creatures: If you download the patch mod, you can create 9 hybrids with creatures from the Megafauna mod.

- Alpha Creatures: If you download the patch mod, you can create 9 hybrids with creatures from the Alpha Animals mod.

- The Archotech Project: Genetic Rim adds a new win condition for the game. Instead of building a spaceship and leaving the planet, you can research how to integrate and control an archotech AI inside a bio-mechanical body. Why would you leave when you can stay and kill all your enemies?

(https://i.imgur.com/vHD4icu.jpg)
Concept art by geek96boolean10

Wiki

There is a cool wiki here! (https://rimworld-bestiary.fandom.com/wiki/RimWorld_Bestiary_Wiki)

Issues

Recommended: This mod so the game stops mutilating mod images (https://steamcommunity.com/sharedfiles/filedetails/?id=1676969930)

Notes
How do I progress? Here is a mini-guide:
- First, research the genetic engineering tech.
- Build a Pulper or a Recycler to get organic pulp from wood or corpses (the Recycler needs a Pulper first, though), and a Genetic Extraction Table to get DNA from animals and to build empty incubators.
- Kill the animals to extract their genes.
- Build the Gene Pod to mix the genes of different animals, and fill an empty incubator with the mixture.
- The incubator will hatch in a day. Keep it warm! The creature will be born tamed.
- Results are sometimes random! If you mix Bear and Chicken, you might get a Bearchicken or a Chickenbear. Or the experiment can also go wrong...
- Finally, research the Insectoid Genome, Reptilian Genome and the Advanced genetic engineering techs, build the Advanced Gene Pod and experiment with Insectoids, Reptiles and Thrumbos to get the strongest creatures in the game. The advanced mechanite bio-integration is end-game, and unlocks mechanoid experimentation.
- On a different path, you can research humanoid genetic engineering, and develop hybrid implants to modify your colonists. Yeah, you can create a colonist that lays chicken eggs twice a day. It's hilarious and disgusting.
- On yet another different path, you can research animal enrichment, which allow you to create Paragon animals with the Paragon serum extraction table and the animal enrichment center.
- Researching animal control gives you access to fascinating new abilities in all your hybrids and paragons. Just build the Animal Control Hub.
- Finally, the age drugs tech allows you to mature your animals much faster!

Plans for the future
- Plant-like creatures
- Hybrids with creatures from other animal mods

License
I honestly don't care, use this as you wish. I even included the source for the c# part.

Download
Unstable 1.1 version release, can be donwloaded at:
GitHub (https://github.com/juanosarg/GeneticRim/releases)
Current release, updated for Rimworld Release version, can be downloaded at:
GitHub (https://github.com/juanosarg/GeneticRim/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1113137502)

Download old versions
b19 on GitHub (https://github.com/juanosarg/GeneticRim-b19/releases)
b18 on GitHub (https://github.com/juanosarg/GeneticRim-b18/releases)
a17 on GitHub (https://github.com/juanosarg/GeneticRim-a17/releases)

Patches

Patch for Call of Cthulhu - Cosmic Horrors:
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1138962461)
GitHub (https://github.com/juanosarg/GeneticRimCosmicHorrorsPatch/releases)
Patch for Dinosauria:
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1257032899)
GitHub (https://github.com/juanosarg/GeneticRimDinosauriaPatch/releases)
Patch for Megafauna:
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1590579367)
GitHub (https://github.com/juanosarg/GeneticRimMegafaunaPatch/releases)
Patch for Alpha Animals:
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1658356618)
GitHub (https://github.com/juanosarg/GeneticRimAlphaAnimalsPatch/releases)
Patch for Combat Extended:
Get it on GitHub, made by Saebbi (https://github.com/Saebbi/Genetic-Rim-CE-Patch)

Compatibility
Super compatible with Giddy-Up. Saddles included for all big enough hybrids and paragons
Compatible with Animal Collab Project, Alpha Animals, TropickAPP, Mechanoids Extraordinaire, More Mechanoids, Let's Have a Cat! and Polarisbloc - Mechenemy for gene extraction
Compatible with A Dog Said for implants on hybrids and paragons
Compatible with Rim of Madness - Bones for extraction of organic pulp from bones
Aesthetically compatible with the High Tech Laboratory Facilities mod
Uses Nightinggale's Modcheck mod (http://steamcommunity.com/sharedfiles/filedetails/?id=1195679775) (no need to download)
Uses Harmony (no need to download)

Credit
Uses custom version of Range Animal Framework by Fluffy and BrokenValkyrie
Some sounds by Mike Koenig, SoundBible.com
Some building textures modified from Textures by Pixel Art World (http://yms.main.jp)
Some building textures modified from Textures in the High Tech Laboratory Facilities mod

Changelog
v4.5: New win condition for the game. TropickAPP compat. Human implant medicine use fixes (09/05/19)
v4.3: New animal family: cats. Added non-specialized genes to extract from any animal. Added genetrainers (29/03/19)
v4.2: New saddles for Giddy-Up. New mechanoid hybrid balance. Tons of new humanoid implants (26/02/19)
v4.1: New building graphics. New options screen for legless creatures. Alphas renamed to Paragons (28/1/19)
v4.04: Added several functions for the upcoming Megafauna patch (14/12/18)
v4.03: Disabled exotic wools on vendors, added gene extraction capabilities for several mods (15/11/18)
v4.0: Rimworld 1.0 version (17/10/18)
v3.203: Re-added patches for A Dog Said and Animal Collab Project (16/09/18)
v3.2: Added Mechanoid Hybrids, several new animal implants, fixed the mad scientist merchant. Full Changelog can be seen on GitHub (13/09/18)
v3.101: Added special ability for eldritch hybrids using the Animal Control research. The Boombeetles ranged attacks work again! Also some light bugfixing (31/08/18)
v3.1: LOTS of hybrid implants to modify your creatures added! You can now create implants that only work on hybrids and alphas, giving you a wide selection to improve your creatures. Also, there is no longer a need to have third party mods (30/08/18)
v3.04: B19 Version (29/08/18)
v3.0: Initial stages of updating to RimWorld B19 Version (18/06/18)
v2.405: Bugfixes. Changelog can be seen on GitHub (03/03/18)
v2.404: Adds compatibility with Dinosauria Patch. Incubators now send a message when they hatch. Animal control now has a mote effect and messages to adequately convey when the abilities are recharging. Recombinating serums now take 5 random serums instead of 10 random corpses (04/01/18)
v2.4: Animal Control research: 9 new abilities for your animals. Also, you can now build empty incubators in the alpha serum extraction table. Also fixed the graphic in the Snakewolf. Finally, removed many mod things from traders (06/12/17)
v2.2: Added native compatibility with A Dog Said and Animal Collab Project. No need for patches now! (23/11/17)
v2.1: Added rodent hybrids. 6 new creatures that breed very fast! (20/11/17)
v2.0: Updated for Beta 18. Added possible compatibility with other mods by adding prefixes to defnames (18/11/17)
v1.7: Added the Gene recombinator. You can now combine 5 vials of genetic material to get new genetic materials, perhaps of species that aren't showing up on your map! (10/10/17)
v1.601: Modified Age Pills to be slower to craft, made Thrumbochickens pack beasts, and fixed a typo(28/9/17)
v1.6: Added more Alpha Animals (hare, iguana, pig, rat and tortoise) and their animal products. (26/9/17)
v1.5: Added Call of Cthulhu - Cosmic Horrors patch, which adds 8 new eldritch creatures (19/9/17)
v1.48: Added Alpha Animals (first batch of 9, more to come). Added age drugs. Added recycler. Made taming unnecessary for all incubators. (15/9/17)
v1.35: Added A LOT of animal byproducts, and general balancing changes. Most hybrids should be useful in some way now (6/9/17)
v1.3: Added reptile hybrids and squashed many many bugs (25/8/17)
v1.2: Added hybrid humanoid / animal implants (21/8/17)
v1.1: Added the whole Insectoid hybrid family, with new tech. Added skill requirements and electricity requirements (20/8/17)
v1.01: Compatibility with A Dog Said (18/8/17)
v1.0: Release (17/8/17)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Canute on August 17, 2017, 06:41:44 AM
Interesting idea.
To bad it is currently just limited to vanila animals.
Maybe you will fine a way to create hybrids from other animals without having patches for each animal mod. So we can made Sminion (smurf + minion).
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: LiteEmUp on August 17, 2017, 06:43:20 AM
-- bookmarked --

seems like a fun mod... will wait and see first what others have to say before i activate..
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SpaceDorf on August 17, 2017, 06:59:39 AM
also posting to follow, this mod sounds to awesome to be true :)

Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Jimbob_ on August 17, 2017, 07:44:23 AM
This seems awesome! Any chance for a non-steam download?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Headshotkill on August 17, 2017, 08:35:57 AM
Thrumbo + Megascarab = ...


WHAT HAVE YOU DONE!!! D:
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: kaptain_kavern on August 17, 2017, 09:14:12 AM
Good idea. I'm looking forward to see how you have implemented this.

Thank you for your work
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SargBjornson on August 17, 2017, 09:59:29 AM
Quote from: Canute on August 17, 2017, 06:41:44 AM
Interesting idea.
To bad it is currently just limited to vanila animals.
Maybe you will fine a way to create hybrids from other animals without having patches for each animal mod. So we can made Sminion (smurf + minion).

I'm afraid the only way to do it is with patches! Plus any hybrid you want to make has to be drawn and XMLed by hand, so it is quite a bit of work. That Megafauna mod, though... I have to do it XD

Quote from: Jimbob_ on August 17, 2017, 07:44:23 AM
This seems awesome! Any chance for a non-steam download?

Any idea where I could upload it that would stay there for a long time?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Oblitus on August 17, 2017, 10:02:36 AM
Quote from: SargBjornson on August 17, 2017, 09:59:29 AM
Any idea where I could upload it that would stay there for a long time?
Github is a conventional way.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Nameless on August 17, 2017, 10:08:17 AM
I am so creating my own chimera with this.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: ZE on August 17, 2017, 10:57:16 AM
only workshop? shame
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Dragoon on August 17, 2017, 11:21:20 AM
I'm following this. I hope you do make a non-steam download, I can't wait to see how much this gets expanded. I can see people making patches for other mods,  like beasts of the rim, rimbeast, megafauna etc. I love the whole idea behind it. +1 for making an awesome mod!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SpaceDorf on August 17, 2017, 11:25:31 AM
Quote from: ZE on August 17, 2017, 10:57:16 AM
only workshop? shame
he just asked about a non-steam host two posts above you .. are you people actually reading threads or just posting ?

Quote from: Dragoon on August 17, 2017, 11:21:20 AM
... beasts of the rim ...

I don't know this one .. could you post a link please ?

Quote from: Canute on August 17, 2017, 06:41:44 AM

So we can made Sminion (smurf + minion).


We could merge bears and smurfs .. so we have UltraMarines
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Oblitus on August 17, 2017, 11:32:45 AM
Quote from: SpaceDorf on August 17, 2017, 11:25:31 AM
Quote from: ZE on August 17, 2017, 10:57:16 AM
only workshop? shame
he just asked about a non-steam host two posts above you .. are you people actually reading threads or just posting ?
You give too much credit to humankind.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SpaceDorf on August 17, 2017, 11:45:12 AM
Quote from: Oblitus on August 17, 2017, 11:32:45 AM
You give too much credit to humankind.

Not Credit .. hope that I may be wrong in assuming the worst
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SargBjornson on August 17, 2017, 11:50:35 AM
Quote from: Headshotkill on August 17, 2017, 08:35:57 AM
Thrumbo + Megascarab = ...
WHAT HAVE YOU DONE!!! D:

I prefer Thrumbo + Megaspider :D
(http://i.imgur.com/pIY3A1M.png)

I have just uploaded the whole thing to GitHub. I don't quite understand GitHub, so if anyone could tell me if everything is OK I'd be grateful: GitHub link (https://github.com/juanosarg/GeneticRim/releases)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Lennbolt7 on August 17, 2017, 11:58:13 AM
Quote from: SargBjornson on August 17, 2017, 11:50:35 AM
Quote from: Headshotkill on August 17, 2017, 08:35:57 AM
Thrumbo + Megascarab = ...
WHAT HAVE YOU DONE!!! D:

I prefer Thrumbo + Megaspider :D
(http://i.imgur.com/pIY3A1M.png)

I have just uploaded the whole thing to GitHub. I don't quite understand GitHub, so if anyone could tell me if everything is OK I'd be grateful: GitHub link (https://github.com/juanosarg/GeneticRim/releases)
First of all that is the most terrifyingly beautiful thing I have ever seen.

Anyway the GitHub download looks fine. Everything appears to be in the folder.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: pickbullmister on August 17, 2017, 12:15:01 PM
that looks funny! could we get a manbearpig?  ;D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Hydromancerx on August 17, 2017, 01:10:26 PM
Please do add-ons for the Megafauna (https://steamcommunity.com/sharedfiles/filedetails/?id=1055485938) and Animal Collaboration Project (https://steamcommunity.com/sharedfiles/filedetails/?id=949283405)!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Lennbolt7 on August 17, 2017, 01:42:34 PM
Quote from: Hydromancerx on August 17, 2017, 01:10:26 PM
Please do add-ons for the Megafauna and Animal Collaboration project!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: kaptain_kavern on August 17, 2017, 02:40:48 PM
Quote from: SargBjornson on August 17, 2017, 11:50:35 AM
I have just uploaded the whole thing to GitHub. I don't quite understand GitHub, so if anyone could tell me if everything is OK I'd be grateful
Your GitHub repo is well setup/made to me. Good to go =)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Dragoon on August 17, 2017, 03:09:09 PM
Quote from: SpaceDorf on August 17, 2017, 11:25:31 AM

Quote from: Dragoon on August 17, 2017, 11:21:20 AM
... beasts of the rim ...

I don't know this one .. could you post a link please ?


https://steamcommunity.com/sharedfiles/filedetails/?id=767300413&searchtext= https://ludeon.com/forums/index.php?topic=26360.0

It has not been made for non-steam Alpha-17 yet.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SpaceDorf on August 17, 2017, 03:14:44 PM
aaah an old one :) thanks for the link.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Chicken Plucker on August 17, 2017, 04:10:50 PM
Great job and effort on this mod, just reading the title made me loudly ask "what have we done?" since for a second I imagined this kind of thing happening in real life. Thankfully, we aren't "there" yet.. right guys? guys?

P.S. I hope there's a megachicken
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: SargBjornson on August 18, 2017, 03:54:52 AM
I just added compatibility with A Dog Said using the Patcher: http://steamcommunity.com/sharedfiles/filedetails/?id=944381237

The mod should be updated on Steam and Github. Try a bionic Thrumbear. Scary!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: firestrock on August 18, 2017, 04:58:45 AM
Seems like a great idea and I will definitely add this to my collection!

If I were to create a Boombear, would... "it" be automatically compatible with the Chemicals extraction & Neutroamine  (https://ludeon.com/forums/index.php?topic=26108.0) crafting mod and produce chemicals that can be harvested or would this need a compatibility patch?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: SargBjornson on August 18, 2017, 08:30:19 AM
Quote from: firestrock on August 18, 2017, 04:58:45 AM
If I were to create a Boombear, would... "it" be automatically compatible with the Chemicals extraction & Neutroamine  (https://ludeon.com/forums/index.php?topic=26108.0) crafting mod and produce chemicals that can be harvested or would this need a compatibility patch?

Seems like it will need a compatibility patch! The mod itself includes patching to modify the original boomalopes:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationInsert">
  <xpath>/Defs/ThingDef[defName = "Boomalope"]/verbs</xpath>
  <value>
<comps>
  <li Class="Chemical_Extraction.CompProperties_Extractable">
<extractDef>Neutroglycerin</extractDef>
<extractIntervalDays>5</extractIntervalDays>
<chemicalAmount>10</chemicalAmount>
  </li>
</comps>
  </value>
</Operation>

</Patch>
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Lennbolt7 on August 18, 2017, 09:00:22 AM
Is the thrumbo + megaspider going to be in the next version? I feel like that's going to blow the thrumbear out of the water when it comes to turning pirates into kibble.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: PrincessOfBankai on August 18, 2017, 09:59:37 AM
Mainly commenting to save this for whenever you release some patches for other mods. But I've already downloaded and played around with it a bit. Loving it tbh. Keep up the good work.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Count Wyu on August 18, 2017, 11:04:09 AM
This has got to be one of the most creative mods ever, there's so much you can do with this idea.  :D Now I can collect animals, mix breeds, and have them fight my enemies?! I love it, gives me a flashback of the days when I played Jade Cocoon for the Ps1.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: SargBjornson on August 18, 2017, 02:08:11 PM
These are the beasts I'm working on next:
(http://i.imgur.com/iChhRef.png)(http://i.imgur.com/tZQblgo.png)(http://i.imgur.com/TVtzXTr.png)(http://i.imgur.com/NME9anx.png)(http://i.imgur.com/B45281I.png)
And the Thrumbospider, of course! The idea is a new research that allows Insectoid DNA extraction, to be able to breed these new creatures.

The hard part now is making front and back graphics for all of them... That's the worst part.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: kaptain_kavern on August 18, 2017, 02:34:15 PM
Another one that makes me wish I knew how to draw!  >:(

Keep up the good job, please :p

_____________________
On a side note, sadly the ADS AutoPatcher mod is not up to date with the new version of ADS (it doesn't recognize the new "old wounds healing" option). Hopefully, it's easy to make a compatibility mod with XML patching (you can find a template and explanations here (https://github.com/spoonshortage/A_Dog_Said/issues/1) - don't hesitate to reach me if needed for that, as well)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Nameless on August 18, 2017, 04:09:57 PM
omg.

Im looking forward to this.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: RetPaladinlol on August 18, 2017, 04:21:10 PM
Are we able to extract DNA from dead raiders/prisoners/colonists and combine it with animal DNA to create some type of abomination? If not, we totally should. Like I would patreon you if we could.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Jibbles on August 18, 2017, 04:49:53 PM
Good stuff! :)

Can't wait to try out in my next game.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Saebbi on August 18, 2017, 05:54:24 PM
This mod looks really great!
Is it possible that you're going to make a compatiblity patch with Combat Extended?
I'd really love to integrate this into my game.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Chicken Plucker on August 18, 2017, 06:15:42 PM
YES! MEGA CHICKENS!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: Serpyderpy on August 19, 2017, 08:03:54 AM
That spider chicken is the stuff of nightmares. I love this, though! Definitely going to download it and give it a whirl.

Maybe I'll have to make a patch with my mod so that peeps can make some dino hybrids.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: tonsrd on August 19, 2017, 08:31:35 AM
man hunter packs of "Gen-Rim" creature's possible ?

like spider-chicken, mega-chicken, boom-bear ?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.01
Post by: SargBjornson on August 20, 2017, 03:01:39 AM
I have updated the mod with the latest version, which includes the Insectoid family! Now there is some reason to wait for those infestations to happen haha

This update includes a quirky addition: a ranged creature, the boombeetle. It is really beta, so expect it to act erratically, or not at all!

I also added skill and electricity requirements (thanks Kartel!)

Also, many of you asked: the mod should work alongside any other animal mods and should be safe to add to any saved games (not removed, as always).

Regarding human genes, it is not so simple. A werethrumbo, for example, would be dumb as a rock. Once animals are given humanlike intelligence, they can't be tamed, and making the a new faction or race to join the colonists is far much more work than I'm willing to do haha

Regarding Combat Extended, I have no idea how it works or what it does, I don0t use it on my games because it seems to need patches for every other mod, so I'm not sure what would need to be changed...
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: SpaceDorf on August 20, 2017, 09:40:21 AM
Pretty please :

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSgqBUkcmGnm90gH2IQVNZNjprMf2fUFicKKephhMsLpECLt7jlg-8sTKBK)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: jecrell on August 20, 2017, 10:46:24 AM
My Elder Things will be so happy. I can already imagine them making unearthly piping noises in delight!
This is a mod that I wanted to make for them to create genetic hybrids as part of their race, but I never got around to it.

Bless you, sir!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: Esterior on August 21, 2017, 01:25:58 AM
Oh wow, Boombeetle's range attack is working, that's amazing!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: Crazyabe on August 21, 2017, 03:09:04 AM
I Can't wait to see how this mod goes, probably download it in the morning.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: SargBjornson on August 21, 2017, 02:42:00 PM
I have just updated the mod with Human / Animal experimentation. Instead of going the manbearpig way and creating Manchickens and Bearmen, I decided to go the implant way. You can extract Humanoid DNA and mix it with other DNA and a plasteel implant wire mesh, to create some unusual implants. Some are quite unexciting, such as the Bear Claws, but for example the Boomalope Nodules make your colonists explode when they die, aaaaand... you can make a colonist lay eggs with the chicken Ovipositor...

Yeah, I know, I mentioned it before, but I just find it SO funny. Plus, if he is too hungry he will start eating his own eggs. Today is the day I discovered I will never mature.

Quote from: jecrell on August 20, 2017, 10:46:24 AM
My Elder Things will be so happy...

Apart from the Megafauna creatures, I'm dying to make hybrids with your spiders and the cosmic horrors. Eldritch Bear, yeaaaaah

Quote from: Hydromancerx on August 17, 2017, 01:10:26 PM
Please do add-ons...

Yeah! By the way, your name is familiar to me. You made some Civ mods, didn't you? And I think I also saw you on Spore and Starbound, we must like the same kinds of games haha

(http://i.imgur.com/oOsdMSu.png)
(http://i.imgur.com/ZlNemZ5.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: InfinityKage on August 21, 2017, 03:54:11 PM
Quote from: SargBjornson on August 21, 2017, 02:42:00 PM
I have just updated the mod with Human / Animal experimentation. Instead of going the manbearpig way and creating Manchickens and Bearmen, I decided to go the implant way. You can extract Humanoid DNA and mix it with other DNA and a plasteel implant wire mesh, to create some unusual implants. Some are quite unexciting, such as the Bear Claws, but for example the Boomalope Nodules make your colonists explode when they die, aaaaand... you can make a colonist lay eggs with the chicken Ovipositor...

Yeah, I know, I mentioned it before, but I just find it SO funny. Plus, if he is too hungry he will start eating his own eggs. Today is the day I discovered I will never mature.

(http://i.imgur.com/ZlNemZ5.png)

At first I thought your mod was cool but just not for me since I really don't pay much attention to animals. But now that you are adding Organic Technology Bio-Augmentation(OTBA) to humans i'm in. That right up my alley. Keep up the good work man.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Canute on August 21, 2017, 05:30:39 PM
Quoteaaaaand... you can make a colonist lay eggs with the chicken Ovipositor...
ROFL !
And when you use these eggs for cooking, is that cannibalistic ?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Nameless on August 21, 2017, 07:25:43 PM
I am now incredibly amused by this mod.

Keep it up!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Napple on August 21, 2017, 08:13:55 PM
Do the new implants count as bionics since they could be useful limb replacements for prosthophobes.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: ZE on August 22, 2017, 02:04:22 AM
imho prostophobes might show issue with strange limbs but i fo think it needs its own phobia/philia
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: SpaceDorf on August 22, 2017, 06:43:04 AM
Quote from: SargBjornson on August 21, 2017, 02:42:00 PM
you can make a colonist lay eggs with the chicken Ovipositor...

Yeah, I know, I mentioned it before, but I just find it SO funny. Plus, if he is too hungry he will start eating his own eggs. Today is the day I discovered I will never mature.


I raise my hat and yield Maxim 14 to you.

- "Mad Science" means never stopping to ask "what's the worst thing that could happen?"

In fact you may have solved my Geneseed problem with this :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: SargBjornson on August 22, 2017, 02:02:36 PM
Here is a snake peek (*) of the new creatures being added in the next update: reptilian hybrids, many of which will be venomous.

(http://i.imgur.com/51TQFid.png)(http://i.imgur.com/89uU65X.png)(http://i.imgur.com/taLqByB.png)(http://i.imgur.com/4hUZZV4.png)(http://i.imgur.com/g5kESVP.png)(http://i.imgur.com/ocEdNiR.png)(http://i.imgur.com/PLrlPIy.png)

* No, not sneak peek
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: kaptain_kavern on August 22, 2017, 02:08:45 PM
Just wow!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Lennbolt7 on August 22, 2017, 09:01:00 PM
Jurassic Park has nothing on that! That comparison is actually kind of fitting if one of them goes berserk and takes out a whole colony.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Chicken Plucker on August 22, 2017, 09:44:59 PM
Quote from: Canute on August 21, 2017, 05:30:39 PM
Quoteaaaaand... you can make a colonist lay eggs with the chicken Ovipositor...
ROFL !
And when you use these eggs for cooking, is that cannibalistic ?

I look away from this mod for a few seconds and now we can practically be chickens with this. When will SargBjorn ever stop innovating with chickens?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: FCDetonados on August 23, 2017, 01:41:27 AM
hey since you're making venemous hybrids why not give the colonists venomous claws as a alternative to the bear claws? you could even do something intresting like increasing the pawns metabolism.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: Apposl on August 23, 2017, 01:56:25 PM
Oh wow, fantastic work on this. I just watched that latest Alien movie (Covenant) and I'm gonna start a "David" playthrough. THANK YOU.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: ChJees on August 23, 2017, 07:03:56 PM
I guess we finally got the right to bear arms with this mod. (https://dl.dropboxusercontent.com/u/547140/pix2/Awoo/297261129976250369.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: goldsworthy87 on August 23, 2017, 09:41:08 PM
Maybe a stupid question...

But how do i get rid of my incubators which have been "runined by temperature"?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.2
Post by: FCDetonados on August 24, 2017, 02:49:14 AM
i think i may have found two bugs

chinkenffalos will always lay unfertilazed eggs even if it says the egg has been fertilized.

in the mufalopede descripition it says that they are one of the few insectoids that produce insect jelly, yet they produce milk (i assume they're supposed to produce jelly)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: SargBjornson on August 25, 2017, 06:06:07 AM
I have just updated, adding reptile hybrids as well as the venomous fangs humanoid / reptile hybrid implant :)

I think I have also fixed most of the bugs you people told me about!

Except for the ruined incubators... I have no idea what could be done with them except letting them decay outdoors... AFAIK there is no fast and easy way to detect if an incubator (coding-wise, it's an egg) is ruined by temperature to, for example, burn it
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: FCDetonados on August 26, 2017, 01:46:34 AM
you may want to tweak the thrumbo hybrid's AI, they are WAY to skittish

so far i only tested the thrumbochiken and thrumbowolf but they will absolutely NEVER attack anything agresive AFTER they been tamed.

i've had a thrumbowolf go manhunter after a failed taming attempt and there was another thrumbowolf that was already tamed in the room, manhunter T-Wolf attacks colonist, tamed T-Wolf attacks manhunter T-Wolf, manhunter T-Wolf turns and attacks tamed T-Wolf ONCE and now tamed T-Wolf is "fleeing" with his tail between his legs.

they will also NEVER attack insects.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: Oblitus on August 26, 2017, 06:11:30 AM
Quote from: FCDetonados on August 26, 2017, 01:46:34 AM
you may want to tweak the thrumbo hybrid's AI, they are WAY to skittish

so far i only tested the thrumbochiken and thrumbowolf but they will absolutely NEVER attack anything agresive AFTER they been tamed.

i've had a thrumbowolf go manhunter after a failed taming attempt and there was another thrumbowolf that was already tamed in the room, manhunter T-Wolf attacks colonist, tamed T-Wolf attacks manhunter T-Wolf, manhunter T-Wolf turns and attacks tamed T-Wolf ONCE and now tamed T-Wolf is "fleeing" with his tail between his legs.

they will also NEVER attack insects.
That's actually a vanilla issue. Any animals behave like this.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: kubolek01 on August 26, 2017, 11:07:25 AM
Well this is what gonna Thrumbo's creators do today! Available for common colony now! Just have some big guns with you to be safer...
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: kubolek01 on August 26, 2017, 11:10:07 AM
One more thing. Link to ADS patcher leads to (sigh...) Steam Workshop! Would you find and put universal link there, not Steam-only?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: ZE on August 26, 2017, 01:07:38 PM
not sure if its intended but a whole bunch of chickenfallo joined me early game (20) and had ravenous appetites.  as they ate their satiety dropped rapidly, im talking every 20 minutes (ingame)

had the kill the lot of them, their egg rate was so slow too, i milked them as often as i could, but they yielded so little, it wasn't worth it
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: StyxDominion on August 30, 2017, 03:23:49 AM
Are the aberrant fleshbeast from this mod?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: SargBjornson on August 30, 2017, 05:27:33 AM
Quote from: StyxDominion on August 30, 2017, 03:23:49 AM
Are the aberrant fleshbeast from this mod?

Yeah, they are the result of an experiment going wrong. Not good for much, and they are constantly bleeding a strange mucus XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: Techgenius on September 02, 2017, 12:45:34 AM
Can you create vatgrown humanoids? instead of becoming infants, they're injected with mutagens/growth vaccines to age faster (4 years per 1 year) inside growth pods until they reach 16/18 and are released into the colony with Vatgrown backgrounds and traits, with a chance of failure and becoming mutated hybrid human/humanoids
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: SargBjornson on September 02, 2017, 04:52:31 PM
A sneak peek of the next group of planned creatures: armoured hybrids. I'll probably add a new base animal to the game, the Giant Tortoise, to extract "shell DNA" or something like that.

(https://i.imgur.com/7JEiz7W.png)(https://i.imgur.com/KZIvct2.png)(https://i.imgur.com/gvRC62t.png)(https://i.imgur.com/8rA8ORg.png)(https://i.imgur.com/dWCMfHw.png)(https://i.imgur.com/mrg8aKJ.png)

Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: Cmoa666 on September 02, 2017, 08:19:36 PM
Rooki1 had made a mod with this kind of beast some time ago https://ludeon.com/forums/index.php?topic=16037.0 (https://ludeon.com/forums/index.php?topic=16037.0)
And The-Eroks updated it for v17 https://ludeon.com/forums/index.php?topic=35038.0 (https://ludeon.com/forums/index.php?topic=35038.0)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: Nameless on September 02, 2017, 09:17:01 PM
Bloody awesome. Now if only they come as manhunter pack that will be even more fantastic.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: kubolek01 on September 02, 2017, 09:36:28 PM
Nothing can stand fire... just burn em and shoot like to a Big Damn Villain!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: SargBjornson on September 06, 2017, 04:44:23 PM
I have just updated the mod with a lot of balancing changes: I have modified many of the hybrids to make them useful in one way or another. Many new animal byproducts have been added, ranging from wools to new drugs. Creatures' descriptions now include some pointers as to the new functionality.

I also tried to balance things a bit and fixed a bunch of bugs.

Quote from: kubolek01 on August 26, 2017, 11:10:07 AM
One more thing. Link to ADS patcher leads to (sigh...) Steam Workshop! Would you find and put universal link there, not Steam-only?

No idea where that could be found, sorry!

Quote from: Techgenius on September 02, 2017, 12:45:34 AM
Can you create vatgrown humanoids? instead of becoming infants, they're injected with mutagens/growth vaccines to age faster (4 years per 1 year) inside growth pods until they reach 16/18 and are released into the colony with Vatgrown backgrounds and traits, with a chance of failure and becoming mutated hybrid human/humanoids

I really like this idea, you monster

Quote from: Nameless on September 02, 2017, 09:17:01 PM
Bloody awesome. Now if only they come as manhunter pack that will be even more fantastic.

Problem is, then you can incapacitate and tame them, without doing all the research yourself. WHERE IS THE SCIENCE IN THAT!!!???
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: TOWC on September 06, 2017, 05:29:46 PM
But why creating a new turtle, if there're already turtles in the game? And they are not even that hard to breed. I mean, what's the point if they are big or small?

Also, it seems, that by installing Thrumbo Horn into a skull makes brain body part disappear entirely, making installation of such implants as Painstopper or Joywire physically impossible. I know it's somehow related to vanilla's way of dealing with implants, but can you look into it?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: Canute on September 07, 2017, 02:54:07 AM
Quote from: SargBjornson on September 06, 2017, 04:44:23 PMI really like this idea, you monster
Quote from: Nameless on September 02, 2017, 09:17:01 PM
Bloody awesome. Now if only they come as manhunter pack that will be even more fantastic.
Problem is, then you can incapacitate and tame them, without doing all the research yourself. WHERE IS THE SCIENCE IN THAT!!!???
Don't you think other faction got this technology before too. And they create some hybrids they escaped, or the faction got extinqued/ascended and the hybrid.
Just made them untameable, beside the chance for bonds.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: SargBjornson on September 07, 2017, 04:06:44 AM
Quote from: kubolek01 on August 26, 2017, 11:10:07 AM
One more thing. Link to ADS patcher leads to (sigh...) Steam Workshop! Would you find and put universal link there, not Steam-only?

Hey man, found it for you, it was right on these forums! I just updated the original post in this thread

Quote from: TOWC on September 06, 2017, 05:29:46 PM
But why creating a new turtle, if there're already turtles in the game? And they are not even that hard to breed. I mean, what's the point if they are big or small?

Also, it seems, that by installing Thrumbo Horn into a skull makes brain body part disappear entirely, making installation of such implants as Painstopper or Joywire physically impossible. I know it's somehow related to vanilla's way of dealing with implants, but can you look into it?

Yeah, I think the new turtle was a bad idea, and armoured hybrids don't add too much. I'll think about it all. Oh, and I'll have to look at how I can fix the Thrumbo horn issue. I'm afraid the only way is to install it on the nose...

Quote from: Canute on September 07, 2017, 02:54:07 AM
Don't you think other faction got this technology before too. And they create some hybrids they escaped, or the faction got extinqued/ascended and the hybrid.
Just made them untameable, beside the chance for bonds.

Problem is, if I make them untameable, then the whole mod falls apart. I'd have to make a duplicate entry for any animals that came on manhunter packs. I'll have to see if there is a way. Maybe creating a faction, like Mechanoids?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: Canute on September 07, 2017, 06:41:42 AM
Can't be say that hybrids that came out of the incubator are auto. tamed like new born animals with tamed parents ?

Or does the untame flag prevent them to become colony-animals ?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: Nameless on September 07, 2017, 09:43:50 AM
I was going to say, but Canute said it all for me.

Could they be treated like say, megaspiders that they can show up but you can't ever tame them unless they come out of a casket?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: TOWC on September 07, 2017, 12:25:36 PM
Nah, man, you missed my whole point.
First, armored hybrids is a very cool idea. After all, most of us have thought at least once about having some good front-line meatshields which can soak insane amount of damage without dying. However, there's just no point in adding a new species in the game, whilst there's already an equivalent to it. Man, we're talking about DNA-mixing. It doesn't matter if the animal is big or small, we can just take some good traits(in that case - shell) from species and nullify the bad ones(the size). Just don't overthink it.

And, about the Thrumbo implant. If it cannot be fixed, then just leave it, or give the user an option where to install it, if you want to fix it so badly but don't know how. I personally, was thirsting for some skull implants for a while now, and I'm pretty sure some EPOE maniacs lusted for the same feature for quite some time. Too bad, tho, that replacing a skull removes the brain, but oh well. Let's just say, that for having a powerful melee attack and mood boost, the colonist must choose to sacrifice something else, I guess.

Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SargBjornson on September 09, 2017, 12:35:43 PM
Quote from: TOWC on September 07, 2017, 12:25:36 PM
Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.

Yeah, I think it has been requested several times! And it is an amazing idea! One way to do it would be via implants, since you can connect them to a C# class. Not sure if the animals age can be modified in real time, though it can probably be done using the same functions dev mode uses to make the animal 1 year older. I'll have to tinker around :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: TOWC on September 09, 2017, 03:13:29 PM
Quote from: SargBjornson on September 09, 2017, 12:35:43 PM
Quote from: TOWC on September 07, 2017, 12:25:36 PM
Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.

Yeah, I think it has been requested several times! And it is an amazing idea! One way to do it would be via implants, since you can connect them to a C# class. Not sure if the animals age can be modified in real time, though it can probably be done using the same functions dev mode uses to make the animal 1 year older. I'll have to tinker around :)

Well, I'm not really into the programming(like, not at all, just having a hunch of how it works sometimes), but I'm pretty sure, that maybe, MAYBE, you can modify pawn's biological age in the same way the chronological age is modified when the pawn being in the casket for prolonged periods of time.

Or, if you're choosing the path of mighty implants, you may just add some extra simple functions, like "when the implant is installed, make every *specific period of time* make c=c+1 where c=*variable for the biological age of pawn with installed implant*" or smth like that.

Forgive me, if I'm spitting nonsense, just a total outsider's look at the technical side of the things.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: WalkingProblem on September 10, 2017, 10:21:55 AM
these are some terrifying creatures..... haha

Posting to follow!

-----

Can I use your ranged attack verb for my mods?

You are godly to have made it~
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SpaceDorf on September 11, 2017, 07:27:13 AM
Quote from: Walking Problem on September 10, 2017, 10:21:55 AM
Can I use your ranged attack verb for my mods?

You are godly to have made it~

He did what ?
Has someone allready told Skully ?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SargBjornson on September 11, 2017, 08:15:42 AM
Actually, it was an old file that was here in the forums, and as far as I'm aware, licensed to be used without problems. All I did was update it to a17 (think it was a14 or something like that).

I'm going to message him, though, don't want any problems
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SpaceDorf on September 11, 2017, 09:09:42 AM
It's not about License, but about the Alpha Animal Mod.
Skullywag was fiddling with the Ranged Verb for Animals since A16 or A17 because Tynan changed something which made his method worthless.

So if you actually have a working Verb you will make him very happy :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SargBjornson on September 11, 2017, 09:30:28 AM
Ohhhh, I see... I'm clueless XD

The code and behavior of the beetles in-game is not perfect, but it would really make me happy to have helped, even if by accident hahaha
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: LoadStar81 on September 12, 2017, 12:19:26 AM
Just started poking at this mod, and it's definitely looking like fun so far.  Here's hoping there are plans to incorporate more of the vanilla animals: I'd definitely be interested in seeing what could be added with cats (small or large, though I expect they'd be the same for your purposes.) and rhinos.

But please stay away from the beavers.  We don't need hordes of thrumbeavers devouring every tree in a single day.  :p
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SargBjornson on September 12, 2017, 04:08:39 AM
Quote from: TOWC on September 09, 2017, 03:13:29 PM
Well, I'm not really into the programming(like, not at all, just having a hunch of how it works sometimes), but I'm pretty sure, that maybe, MAYBE, you can modify pawn's biological age in the same way the chronological age is modified when the pawn being in the casket for prolonged periods of time.

Or, if you're choosing the path of mighty implants, you may just add some extra simple functions, like "when the implant is installed, make every *specific period of time* make c=c+1 where c=*variable for the biological age of pawn with installed implant*" or smth like that.

Forgive me, if I'm spitting nonsense, just a total outsider's look at the technical side of the things.

Soooo... It's been three harrowing days, and all I've done in my spare time is trying to code a way to make this work. I was THIS close, but for now I'm giving up hahaha. I managed to create a new type of surgery, called "carry to age acceleration pod", and the pawn starts to carry the animal to the pod, and then it stops. Why? Who knows? No error, no nothing, the job just stops...

I'm going to leave it for a few days and then revisit it, because I don't want to get burned XD

Quote from: LoadStar81 on September 12, 2017, 12:19:26 AM
But please stay away from the beavers.  We don't need hordes of thrumbeavers devouring every tree in a single day.  :p

Ohhh, there's a neat idea
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: TOWC on September 12, 2017, 05:59:41 AM
Quote from: SargBjornson on September 12, 2017, 04:08:39 AM
Soooo... It's been three harrowing days, and all I've done in my spare time is trying to code a way to make this work. I was THIS close, but for now I'm giving up hahaha. I managed to create a new type of surgery, called "carry to age acceleration pod", and the pawn starts to carry the animal to the pod, and then it stops. Why? Who knows? No error, no nothing, the job just stops...
Surgery? To carry the pawn to the pod? Shouldn't it be just another sub-type of work bound to the hauling? Damn, man, I'm pretty sure it'd be so much easier(tho, I have no idea how to do it, but, you know, just a guess) to implement it through a drug and then a mini-surgery, like, "administer the lil' pil". And, like, the drug itself would apply the effect which accelerates aging. The only problem in this way of doing this may be finding the variable for biological age of the pawn, I think. But, putting it aside, it'd be easier and more... rational.

I mean, implementing accelerating aging through implants is a pretty bad idea, because at one moment you will want to delete it, and it will leave the pawn without this specific body part implant applies to. Unless you create another type of surgery that extracts/deletes the implant AND restores the body part, I dunno if it's possible without some mind-wrecking. And also it'd be so much better to let the raiders go with those implants on(I already put those boomalope nodes on them, btw, cool shit), it'd be a whole new level of extravagant torturing.

And implementing it through the pods is kinda questionable in a way. I mean, you may totally forget about putting the pawn inside of the pod, and there also gonna be no external indication of how much it aged already. Can be solved by creating a new type of alert msgs, which will tell the progress on aging, but it's gonna be annoying like all the other pop-ups. Same goes for implants: you may forget about your pet until it's too late.

So, making it work through drugs would be a better idea. You can just shove them down of someone's throat and they will work for a certain period of time, so even if you forget 'bout'em, you will be certain you won't overdo it and they won't die because of being, well, old. Also, it's better because of easier measuring. Like, let's say, one pill - one year of aging, or smth like that. You can do some extra varieties for drugs for those who age very slowly, like, +3 years, +5, you got me. What do you think?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.35
Post by: SargBjornson on September 12, 2017, 10:54:41 AM
Yeah, I like that idea, I'm going to try that :)

One problem I found is that age can only be increased 1 year (or multiples). You can't advance age by 3 months, for example, since the only method inside the age controller class that can be externally accessed is the one that the debug menu uses >.<

Or I can rewrite the whole age controller, so... no XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: SargBjornson on September 16, 2017, 02:31:54 AM
Update time! This update adds quite a lot of content and bugfixes:

- Alpha creatures: a new process to modify vanilla creatures to get advanced versions of them. 9 creatures added for now.

- Recycler: a way to get organic pulp from corpses instead of wood.

- Age pills: mature your animals quickly with this medicine.

- Taming is gone! Incubators will just pop colony owned animals now.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: SargBjornson on September 16, 2017, 03:20:06 AM
Here are some of the alpha animals :)

(https://i.imgur.com/yXUjw4l.png)(https://i.imgur.com/XmsYbyp.png)(https://i.imgur.com/i9k8qZt.png)(https://i.imgur.com/VP73wVG.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: Defection on September 16, 2017, 09:11:41 AM
I have a problem with v1.48. It says "not targeted version" and when i try it in game there is no research and Genetics tab for building genetic rim stuff  :-\
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: SargBjornson on September 16, 2017, 09:36:40 AM
Where does it say that? Are you donwloading through Steam or Github? Bot should have <targetVersion>0.17.0</targetVersion>
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: Defection on September 16, 2017, 10:23:49 AM
In the Debug Log with red letters it says: "Mod GeneticRim-1.48 has incorrectly formmated target version 'Unknown'. For the current version, write:<targetVersion>0.17.1557</targetVersion>" I did that in About xml file (don't know if it means something) and still nothing. I downloaded from GitHub
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: SargBjornson on September 16, 2017, 10:46:36 AM
I just changed the way I was calling the releases in GitHub, try downloading it now! As always, delete the old version

Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: SpaceDorf on September 16, 2017, 10:50:51 AM
I have to admit I just come here to admire the beauty of your creatures.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.48
Post by: Defection on September 16, 2017, 11:02:07 AM
Everything is working great with my saved game! Great mod. Thanks for help. Looking forward for new versions and hybrids :-)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SargBjornson on September 19, 2017, 03:52:29 PM
I just uploaded to Steam and GitHub the first patch to include hybrids from other mods :) In this case, jecrell's Call of Cthulhu - Cosmic Horrors mod! I have updated the OP with the two download links for it.

Also, here are the new creatures, specially for SpaceDorf ;)

(https://i.imgur.com/qmN4LPX.png)(https://i.imgur.com/QZyn2G9.png)(https://i.imgur.com/mrg8aKJ.png)(https://i.imgur.com/ntULYKl.png)(https://i.imgur.com/C7VI2gB.png)(https://i.imgur.com/I37xUK7.png)(https://i.imgur.com/dlpUJVC.png)(https://i.imgur.com/bomy2UI.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SpaceDorf on September 19, 2017, 06:15:01 PM
*drools all over the pictures*
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: Canute on September 20, 2017, 03:36:07 AM
I need to say, you are a very talent artist ! :-)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SargBjornson on September 20, 2017, 05:49:51 AM
Not really! The body shapes are copied from photos, concept art, drawings, etc. All I do is adapt their textures, and give them a style similar to Rimworld. And draw the front and back images, which is just the worst XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SpaceDorf on September 20, 2017, 08:03:05 AM
Quote from: Canute on September 20, 2017, 03:36:07 AM
I need to say, you are a very talent artist ! :-)

Nope he is right .. I tried to Rim up some Spaceship that I drew and failed spectaculary.
Both on Style and later with the Graphic Tool ...
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SargBjornson on September 20, 2017, 09:14:47 AM
Would you guys like a Photoshop tutorial?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: ZE on September 21, 2017, 12:48:47 AM
Request
~ MoreConsumables' Slimes (or CMSlime as they are in code)
just take the normal animal and gooify it
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: kiko on September 21, 2017, 02:14:44 PM
Quote from: SargBjornson on September 20, 2017, 09:14:47 AM
Would you guys like a Photoshop tutorial?

Buddy, if the offer still stands i would like the tutorial  :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SpaceDorf on September 22, 2017, 01:09:26 PM
Quote from: SargBjornson on September 20, 2017, 09:14:47 AM
Would you guys like a Photoshop tutorial?

Why not :) Then I could free myself from the opression of the artists and finally waste spend more time on Rimworld than I allready do :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: DoctorMG on September 23, 2017, 02:58:17 PM
First,I think that this mod is great and  i would like to see it progress further.I just would like to point something out that i noticed while using this mod....
Age pills are great add on,but i think that they are OP regarding trading profits.They cost 2 psh. leafs plus herbal medicine,about 6 silver combined worth.And i can sell 1 age pill for 33 silver.Only one of my pawns can make tens of them daily,they are also quick to produce.I also think that something that ages organism 1 year in one day should be little more hi- tec  recipe vise,for example 1 age pill=glitter.medicine+com.machinery+neurotramine or something like that.....
Sorry for grammar mistakes,English is  not my primary language
Regards
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SargBjornson on September 25, 2017, 11:33:48 AM
I just uploaded a very simple patch to be able to use creatures from the Animal Collab Project to get genes :) Now it'll be easier to find those bear genes!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SargBjornson on September 26, 2017, 07:47:48 AM
I have just updated the mod with 5 new alpha creatures. You can now breed super pigs and slaughter them to get jamón serrano.

Since this is the only mod adding jamón serrano to Rimworld, it is by default THE BEST MOD EVAR.

(https://i.imgur.com/CVD80i1.png)(https://i.imgur.com/ytFy4Gs.png)(https://i.imgur.com/pd8tWTU.png)(https://i.imgur.com/T6cXlF5.png)(https://i.imgur.com/tNOc8AK.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: TOWC on September 26, 2017, 10:01:45 AM
Quote from: SargBjornson on September 26, 2017, 07:47:48 AM
I have just updated the mod with 5 new alpha creatures. You can now breed super pigs and slaughter them to get jamón serrano.

Since this is the only mod adding jamón serrano to Rimworld, it is by default THE BEST MOD EVAR.

(https://i.imgur.com/CVD80i1.png)(https://i.imgur.com/ytFy4Gs.png)(https://i.imgur.com/pd8tWTU.png)(https://i.imgur.com/T6cXlF5.png)(https://i.imgur.com/tNOc8AK.png)

Holy shit. I'd never ever even think that it's possible to create even more terrifying creature, than killer rabbit of Caerbannog.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.5
Post by: SpaceDorf on September 26, 2017, 10:40:56 AM
Quote from: TOWC on September 26, 2017, 10:01:45 AM
Holy shit. I'd never ever even think that it's possible to create even more terrifying creature, than killer rabbit of Caerbannog.
Then you should read this short online novel (http://www.drewhayesnovels.com/corpiesindex/)  ;)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: DoctorMG on September 26, 2017, 07:48:00 PM
The alpha rabbit laying chocolate eggs :)Hilarious!!!In the movie ` monty python and the holy grail` there is a killer rabbit,maybe in your next update we can get one.For example alpha killer rabbit which looks just like regular but it cost 5 rabbit,bear,wolf and thurumbo genetic material.Also it has crazy damage,enough to kill pawn in two hits and can eat only human flesh :) :) :) :) :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: SpaceDorf on September 27, 2017, 03:21:23 AM
Quote from: DoctorMG on September 26, 2017, 07:48:00 PM
The alpha rabbit laying chocolate eggs :)Hilarious!!!In the movie ` monty python and the holy grail` there is a killer rabbit,maybe in your next update we can get one.

That what this reference was about ..

Quote from: TOWC on September 26, 2017, 10:01:45 AM
Holy shit. I'd never ever even think that it's possible to create even more terrifying creature, than killer rabbit of Caerbannog.

You can get some of those fearsome monsters here :
Rainbeau Flambe's Rascally Rabbits (https://ludeon.com/forums/index.php?topic=32192.msg341985#msg341985)

In my game I saw them taking out wolves and 50/50 chance vs. bears.
Pray they don't appear in a manhunter pack.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: Canute on September 27, 2017, 04:34:21 AM
I want a Thrumquito. A deadly mosquito with a strong sting and increadable dogde rate.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: kubolek01 on September 27, 2017, 06:40:54 AM
Quote from: Canute on September 27, 2017, 04:34:21 AM
I want a Thrumquito. A deadly mosquito with a strong sting and increadable dogde rate.
Insane idea... But nonhumans can't have higher melee skill than 0! So no dodgerate overhelm <3
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: DoctorMG on September 27, 2017, 09:11:06 AM
Quote from: SpaceDorf on September 27, 2017, 03:21:23 AM
Quote from: DoctorMG on September 26, 2017, 07:48:00 PM
The alpha rabbit laying chocolate eggs :)Hilarious!!!In the movie ` monty python and the holy grail` there is a killer rabbit,maybe in your next update we can get one.

That what this reference was about ..

I totally forgot that ....Well...time to re-watch Monty Python.... 
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: DoctorMG on September 27, 2017, 09:22:56 AM
Noticed that in advance gene pod there is double bill for alpha rat at the end of list,one of it should be for alpha tortoise.It produces alpha turtles but is named incorrectly...
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.6
Post by: SargBjornson on September 28, 2017, 05:31:26 AM
I just updated with a couple bugs. Also made Age Pills a bit slower to make to offset their high value (with less value, they drop from drop pods) and made the Thrumbochicken a pack beast.

And I'm happy you recognized the inspiration for the alpha hare XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: Actarion on September 28, 2017, 09:21:26 AM
haem, since your today update i got an error

Quote
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, IEnumerable`1 sources, Boolean shouldPropagate) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, Int32 count) [0x00000] in <filename unknown>:0
  at NewHatcher.CompIncubator.Hatch () [0x00000] in <filename unknown>:0
  at NewHatcher.CompIncubator.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

repeating error making the game overlagging :s

(https://i.imgur.com/HTisMpC.jpg)  ;D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SargBjornson on September 28, 2017, 09:54:30 AM
Phew, no idea. Didn't change anything that could affect the assemblies. Uhmm, maybe... did you sell any incubators? This looks like an incubator trying to hatch outside the map
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: Actarion on September 28, 2017, 10:21:30 AM
i didn't even started the mod associated researchs :/

EDIT

I fixed my prob :)

As you sayd, it was, indeed, an incubator in a worldpawn inventory, but, and that's the part who will interest you, it was in a caravan inventory, don't know how and why, but, maybe it can apen to other ppl using your mod  :-X
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: Actarion on September 28, 2017, 03:51:21 PM
2 hours latter, same error, some visitor show up whit incubator and as soon as they leave the map the game start to bug.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SargBjornson on September 29, 2017, 04:29:26 AM
I just updated the mod with a fix! Incubators will now only hatch in a player owned map :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: Canute on September 29, 2017, 06:32:54 AM
nontradeable would fix that too.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SargBjornson on September 29, 2017, 06:45:15 AM
Yeah, but then there would be no possibility of getting rid of incubators ruined by temperature ;)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.3
Post by: CrimsonPhalanx on September 29, 2017, 08:09:42 AM
Quote from: SargBjornson on September 02, 2017, 04:52:31 PM
A sneak peek of the next group of planned creatures: armoured hybrids. I'll probably add a new base animal to the game, the Giant Tortoise, to extract "shell DNA" or something like that.

(https://i.imgur.com/7JEiz7W.png)(https://i.imgur.com/KZIvct2.png)(https://i.imgur.com/gvRC62t.png)(https://i.imgur.com/8rA8ORg.png)(https://i.imgur.com/dWCMfHw.png)(https://i.imgur.com/mrg8aKJ.png)

Isn't the Alpha Tortoise perfect for this? After seeing the alpha tortoise this is the first thing that popped into my head. (tho I noticed how some of the art has been used for other animals now)

Then I realized something, alpha hybrids (or at least some sort of thing extracted from alpha animals that serve as an upgraded counterpart to their non alpha predecessors. (You know, like having an "extremely venomous fang" implant). To balance it out, it could need multiple corpses or have a fail chance to extract it, maybe even need a catalyst of plasteel or gold(heck, why not something harvested from another hybrid animal to make it even harder get)

On a side note, I really look forward to where this mod is going! Can't imagine my reaction when I see alpha Thrumbos or genetically engineered animal implants to make the perfect Frankenstein (cause swapping out an alpha tortoise's legs with something fast and giving it venom would be scary ;)).....or even triple gene hybrids.......
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: DiamondBorne on October 01, 2017, 10:45:20 AM
Does this work with TropCKAPP Rainforest mod? I think it use the same animals set as the ones in Animal Collab Project.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SpaceDorf on October 01, 2017, 11:07:36 AM
What about human hybrids ?

(https://target.scene7.com/is/image/Target/50189993?wid=520&hei=520&fmt=pjpeg)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: DiamondBorne on October 01, 2017, 01:19:17 PM
Has science gone too far?  ;D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SpaceDorf on October 01, 2017, 02:18:07 PM
Not yet  ;D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: CrimsonPhalanx on October 03, 2017, 03:24:18 AM
Woah human hybrids, time to make use of the huge amount of human genes I have stored. Though would they be animals or will they be usable pawns? Either way I'm hyped when it comes out.


on a side note, is it possible for a pregnancy or egg progress speeding/enhancing drug? It would be quite nice to breed slow things quickly at the expense of resources. Maybe make it go up a stage or two or increase the birth count.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.601
Post by: SargBjornson on October 10, 2017, 11:01:00 AM
Added the Gene recombinator. You can now combine 5 vials of genetic material to get new genetic materials, perhaps of species that aren't showing up on your map! This might seem minor, but it is actually a game changer if your map doesn't spawn wolves, for example. Or thrumbos... Now you'll just need to pray to the RNG gods XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on October 10, 2017, 11:17:44 AM
Feature Requests :

Igors.
Insance Cackling.
Narrative driven Thunderstorms.

Backstories
Cynic Mathematician.
Mad Scientist.
Evil Overlord.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SargBjornson on October 10, 2017, 02:34:18 PM
Here is what I'm working on now: rodent hybrids :)

(https://i.imgur.com/TLeUQQ7.png)(https://i.imgur.com/qug0TIj.png)(https://i.imgur.com/WJGxSOG.png)(https://i.imgur.com/5jo1SGv.png)(https://i.imgur.com/mbEmjYh.png)(https://i.imgur.com/wOWLS11.png)

As usual, the chicken is my favourite haha
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Ravenholme on October 10, 2017, 04:09:29 PM
Technically Lagomorphs aren't Rodents, it's a different order but...

If that Chicken-Hare hybrid isn't called a Chare... :P
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on October 10, 2017, 05:13:55 PM
You know which upcoming animal mod has to be included next ?

Quote from: SpaceDorf on September 14, 2017, 06:34:03 PM
Giant Spider Thrumkachu .. i choose you !!

Thank you so very much for feeding my little asshats giant space-ego :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: RequiemFang on October 10, 2017, 07:03:29 PM
Oh the HORROR, THE HORROR!  :P  ;D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: tommiethegun on October 10, 2017, 08:27:01 PM
The creatures in this mod are amazing!

How difficult would it be to have an animal only version of the mod, without the gene manipulation etc? I'd love if these animals had a chance to spawn in a rare event like thrumbos currently do.

I usually play as a single nomad character, so my person would never have the time or resources to be able to create the creatures directly, but role playing that some genetic laboratory had a terrible accident and their experiments escaped their cages! That'd be awesome :)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SargBjornson on October 11, 2017, 02:26:50 AM
Quote from: Ravenholme on October 10, 2017, 04:09:29 PM
Technically Lagomorphs aren't Rodents, it's a different order but...

If that Chicken-Hare hybrid isn't called a Chare... :P

Sorry, I don't support the Lagomorphian schism!

I just looked and the correct clade name would be glires, which sounds like ass XD
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: CrimsonPhalanx on October 11, 2017, 07:47:29 AM
Wait, Chicken + Hare
They both breed fast..........
don't tell me my map is gonna have more of those than grass if i get a breeding pair.....

on a side note tho I wonder how the boomsquirrel will differ from the boomrat
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Ravenholme on October 11, 2017, 09:52:14 AM
Quote from: SargBjornson on October 11, 2017, 02:26:50 AM
Quote from: Ravenholme on October 10, 2017, 04:09:29 PM
Technically Lagomorphs aren't Rodents, it's a different order but...

If that Chicken-Hare hybrid isn't called a Chare... :P

Sorry, I don't support the Lagomorphian schism!

I just looked and the correct clade name would be glires, which sounds like ass XD

Yeah, the grand-order/clade is glires. And yeah, lumping rodents and lagomorphs together under "dormice" does sound like ass, I agree, but what can you do? :P
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: CrimsonPhalanx on October 11, 2017, 12:46:40 PM
I finally remembered to say this, but is it just my game or is there a slight graphical issue with the wolfsnake, there seems to be a small border at the 4 corners of it's sprite when it faces sideways.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on October 11, 2017, 01:18:51 PM
You could call the the chicken-hare  Hachi or Chirra ?

I vote Chirra. Now we need some Gopher DNA .. and we can unleash

Go-Chi-Ra !!!

hmm .. or we use the Boomrat-Chicken ..

Bo-Chi-Ra !!!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SargBjornson on October 11, 2017, 01:54:52 PM
Quote from: CrimsonPhalanx on October 11, 2017, 12:46:40 PM
I finally remembered to say this, but is it just my game or is there a slight graphical issue with the wolfsnake, there seems to be a small border at the 4 corners of it's sprite when it faces sideways.

Oh, damn, someone noticed XDD Yeah, mistakenly drew it with a 2px instead of the usual 3px pencil... It is minor, but noticeable, so I'll need to redraw it :(
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: ChJees on October 14, 2017, 05:48:35 AM
In the Rimworld Discord server we talked about Squirrel and Megaspider hybrids.
Any chance that could happen :P?

Also someone talked about Thrumbo sized Squirrels.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Canute on October 14, 2017, 06:47:41 AM
A thrumbo with
8 legs
horn 
lay eggs
give milk
give wool
and just need so much food/trees like a minion/chicken.

But i think that would be like cheating ! :-)

Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on October 14, 2017, 08:32:01 AM
Quote from: Canute on October 14, 2017, 06:47:41 AM
A thrumbo with
8 legs
horn 
lay eggs
give milk
give wool
and just need so much food/trees like a minion/chicken.

But i think that would be like cheating ! :-)

you forgot is poisonous, produces spidersilk and shoots lightning  ;D

(https://i.imgur.com/PULAwMw.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: kaze0 on October 14, 2017, 08:35:36 AM
I wish  some  modding  wizzard  could  code in to the  game  biological  egzoskeletons growened  in vats  besed on  splicing  multiple  dna  strands  from  various  animals ,some  sort of living superarmor  capable  of  self  regenerating ,which pawns  could  wear.Probably  not  gona  be  posible  but still i leave  this  idea  here ither way  ;) 
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: CrimsonPhalanx on October 15, 2017, 03:20:48 AM
I know its a little late to talk about the ovipositor, and I discovered I'll also never mature

I'll laugh my day off if one day I look at the spouse of the ovipositor recipient and see
Got Some Lovin' +12
Got Some "Special" Lovin' +15
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: InfinityKage on October 15, 2017, 01:56:20 PM
Quote from: CrimsonPhalanx on October 15, 2017, 03:20:48 AM
I know its a little late to talk about the ovipositor, and I discovered I'll also never mature

I'll laugh my day off if one day I look at the spouse of the ovipositor recipient and see
Got Some Lovin' +12
Got Some "Special" Lovin' +15

Let's be honest. We are all here for the "special" lovin'.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on October 15, 2017, 05:35:14 PM
*queues Barry White*


Rimworld, where men are still men and sheep are nervous.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Okam on November 13, 2017, 03:59:48 PM
What happened to this amazing mod? Is he officially dead?
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Canute on November 13, 2017, 04:23:02 PM
Yep, so dead like your body ! :-)
Not every modder release mods for an unstable release branch, they wait for the final release.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Nightinggale on November 13, 2017, 05:26:11 PM
Quote from: Canute on November 13, 2017, 04:23:02 PMNot every modder release mods for an unstable release branch, they wait for the final release.
The way I understand it, only steam users have access to the unstable build, meaning if you are a modder and using the non-steam version, you have no choice but to wait. Also waiting for a stable release can be a time saver. At the same time not waiting allows you to encounter bugs, which will then be fixed in the stable release, meaning you will have an easier time later without the bug.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Heymom on November 14, 2017, 06:23:42 PM
<quote>Yeah, you can create a colonist that lays chicken eggs twice a day. It's hilarious and disgusting.</quote>
Haha, ohh dear.. practical tho :D
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Canute on November 15, 2017, 04:01:33 AM
Hmmm, eating hiw own eggs, isn't this now cannibalism or not ? :-)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Okam on November 15, 2017, 05:10:49 PM
Quote from: Canute on November 13, 2017, 04:23:02 PM
Yep, so dead like your body ! :-)
Not every modder release mods for an unstable release branch, they wait for the final release.

Actually I said it because this mod has not received any updates since before the unstable version of the A18
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: Canute on November 16, 2017, 04:32:51 AM
Next time try to check the latest activity of the mod author.
Since he isn't inactive for a long time, i think he just wait for the new release until he further improve the mod.
And since noone report any error/bug no A17 update is nessesary.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: kubolek01 on November 17, 2017, 02:45:44 AM
Quote from: Canute on November 16, 2017, 04:32:51 AM
Next time try to check the latest activity of the mod author.
Since he isn't inactive for a long time, i think he just wait for the new release until he further improve the mod.
And since noone report any error/bug no A17 update is nessesary.
So give him IDEAS!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.0
Post by: SargBjornson on November 19, 2017, 10:46:59 AM
I also have a life! Not much, you know, but enough to keep me busy sometimes ;)

Anyway: mod updated to b18, expect tons of bugs! I also updated the AnimalCollab patch, since they have updated already, but not Cosmic Horrors.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.0
Post by: kubolek01 on November 19, 2017, 02:25:30 PM
Quote from: SargBjornson on November 19, 2017, 10:46:59 AM
I also have a life! Not much, you know, but enough to keep me busy sometimes ;)

Anyway: mod updated to b18, expect tons of bugs! I also updated the AnimalCollab patch, since they have updated already, but not Cosmic Horrors.
I still wait for around 35 mods to get to B18. So I don't care it's buggy now :P
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.0
Post by: Okam on November 19, 2017, 03:10:27 PM
Quote from: SargBjornson on November 19, 2017, 10:46:59 AM
I also have a life! Not much, you know, but enough to keep me busy sometimes ;)

Anyway: mod updated to b18, expect tons of bugs! I also updated the AnimalCollab patch, since they have updated already, but not Cosmic Horrors.

Thanks!
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SargBjornson on November 20, 2017, 04:57:40 PM
I just updated the mod to add the 6 new rodent hybrids that I teased a while back :) These six are now in the game!

Quote from: SargBjornson on October 10, 2017, 02:34:18 PM
(https://i.imgur.com/TLeUQQ7.png)(https://i.imgur.com/qug0TIj.png)(https://i.imgur.com/WJGxSOG.png)(https://i.imgur.com/5jo1SGv.png)(https://i.imgur.com/mbEmjYh.png)(https://i.imgur.com/wOWLS11.png)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: FCDetonados on November 20, 2017, 06:13:11 PM
Quote from: SpaceDorf on October 14, 2017, 08:32:01 AM
Quote from: Canute on October 14, 2017, 06:47:41 AM
A thrumbo with
8 legs
horn 
lay eggs
give milk
give wool
and just need so much food/trees like a minion/chicken.

But i think that would be like cheating ! :-)

you forgot is poisonous, produces spidersilk and shoots lightning  ;D

(https://i.imgur.com/PULAwMw.png)

is that giratina
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: SargBjornson on November 21, 2017, 06:58:29 AM
You know you are out of touch with Pokemon when you have to look at a wiki to see if that's an official one they released ;)
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
Post by: SpaceDorf on November 21, 2017, 07:15:50 AM
Quote from: FCDetonados on November 20, 2017, 06:13:11 PM
is that giratina

Nope, thats my personal giant spider thrumkachu :)

And I know too that there are a lot more than 150 Pokemons around now .. I just don't care  ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Nightinggale on November 21, 2017, 07:43:14 AM
Quote from: SargBjornson on August 17, 2017, 06:12:08 AMPatch for Animal Collab Project (this one is b18, yay!):
I just took a quick look. From what I can tell, this is a candidate for using PatchOperationFindMod (https://ludeon.com/forums/index.php?topic=36208.msg375367#msg375367). This will allow you to make the patch file trigger only if A Dog Said is loaded, meaning it will work if the patch file is in the main mod and not a standalone patch mod. If somebody fail to add ADS, it will just ignore the patch file. The result is the distribution of just one mod, which is easier for the users and there is no risk that a user ends up using ADS without also using the patch mod.

It's a wonderful feature, which is so far poorly documented and it seems the majority of modders have missed that it was added in B18.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: SargBjornson on November 21, 2017, 08:30:28 AM
Wow! I was just looking at your mod, man! What a coincidence hahaha. I had a second of paranoia: "how does he know that I was looking at his mod???".

Yeah, it is certainly something I want to work on, considering the easy patcher isn't updated yet!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Nightinggale on November 21, 2017, 08:51:27 AM
Quote from: SargBjornson on November 21, 2017, 08:30:28 AM
Wow! I was just looking at your mod, man! What a coincidence hahaha. I had a second of paranoia: "how does he know that I was looking at his mod???".
Well I'm known to people around me as being good with computers  8)

Quote from: SargBjornson on November 21, 2017, 08:30:28 AMYeah, it is certainly something I want to work on, considering the easy patcher isn't updated yet!
In my point of view, adding dependency on a mod should only be done if it's beneficial. Now that vanilla can handle the task, it's pretty much a deathblow to all the mods, which offers conditional patching. I suspect easy patcher might not be updated for the same reason as I'm considering stopping development of the part in ModCheck, which does the same as PatchOperationFindMod: it's pointless to make a mod, which provides a feature provided by vanilla.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Spaykers on November 22, 2017, 10:05:47 AM

Hi !  I m realy glad to see a mod like this and i thx a lot the creator ! I m verry bad for codding a game and i would make this mode If i could .
It's realy lore friendly !

Well, I am a french graphique désigner (dont mind too much my bad gramar  and I realy want add my stone on your house.

I respect the fact you like make your self your hybride So I Will met you this .
I want expand the "accidental" part. More interesting things! Like flesh monsters who spread parasites, cancer or diseases.
But some can be good like some who can give 2 milk /day ... But give a mood debuff of keeping something who suffer....

Well, i have  tons of idea. I hope i can talk to you in detail
See you space cowboy

Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Adventurer on November 22, 2017, 04:37:44 PM
PatchOperationFindMod is completely worthless. It only matches folder name.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Nightinggale on November 22, 2017, 07:38:40 PM
Quote from: Adventurer on November 22, 2017, 04:37:44 PM
PatchOperationFindMod is completely worthless. It only matches folder name.
Yeah to my surprise, I noticed that yesterday and it made me decide to stick to updating ModCheck and ignore PatchOperationFindMod. With more than 400 subscribers on steam it has now come to the point where it's not farfetched to assume players to have loaded ModCheck. Also I just released a new version.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: SargBjornson on November 23, 2017, 02:36:18 AM
Quote from: Nightinggale on November 22, 2017, 07:38:40 PM
Yeah to my surprise, I noticed that yesterday and it made me decide to stick to updating ModCheck and ignore PatchOperationFindMod. With more than 400 subscribers on steam it has now come to the point where it's not farfetched to assume players to have loaded ModCheck. Also I just released a new version.

Well, you can count me as one who is going to use the dll version for sure! Your work is appreciated
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on November 23, 2017, 10:39:43 AM
Done! The mod now has native support for A Dog Said and Animal Collab Project. The patches that add new creatures will probably still need a new mod, due to all the intricate inter-dependencies, but those two have been fast and easy using Nightinggale's mod!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on November 25, 2017, 09:36:42 AM
Oh, here I am, casually creating insults upon the face of Nature

(https://i.imgur.com/iF73HJZ.png)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Cassiopea on November 25, 2017, 11:44:05 AM
Yup. That last one is quite disturbing.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.1
Post by: Nightinggale on November 25, 2017, 03:43:26 PM
ModCheck 1.3 has been released and it fixes a severe performance issue. I recommend upgrading right away. I'm writing it here because I know ModCheck.dll is included in this mod.

Quote from: Adventurer on November 22, 2017, 04:37:44 PM
PatchOperationFindMod is completely worthless. It only matches folder name.
Agreed and now ModCheck is significantly faster too  ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on November 25, 2017, 03:51:24 PM
Thanks Nightinggale! Already done :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Okam on November 26, 2017, 10:38:25 AM
Quote from: SargBjornson on November 23, 2017, 10:39:43 AM
Done! The mod now has native support for A Dog Said and Animal Collab Project. The patches that add new creatures will probably still need a new mod, due to all the intricate inter-dependencies, but those two have been fast and easy using Nightinggale's mod!
that's so niceeeeeeeeee! thanks m8

but, can i update this mod and mod check in a existing game?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on November 26, 2017, 10:57:58 AM
As far as I know, they are independent. My mod uses the DLL version of modcheck, so if you have the mod version of modcheck there should be no problems!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Okam on November 26, 2017, 11:06:02 AM
Quote from: SargBjornson on November 26, 2017, 10:57:58 AM
As far as I know, they are independent. My mod uses the DLL version of modcheck, so if you have the mod version of modcheck there should be no problems!

Okay! thanks <3
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Albion on November 30, 2017, 09:37:04 PM
Hey Sarg, first up: you have a small spelling error. Your research tab is labeled "Genetic Resea(r)ch". You might want to fix that.

Secondly: I created a patch in my mod so creatures in your mod now produce a new substance called neutroglycerin instead of boring chemfuel. At least the ones mixed with Boomalope DNA. However I came across the Muffalope which has GR_MuffalopeMilk as the milkable substance and the chemfuel production in a different comp.
Will this stay this way or are you changing this in the future? I guess having 2 different CompProperties_Milkable in one create is impossible but I didn't try it.
Would it be possible for you to switch the GR_MuffalopeMilk to the AnimalProduct comp and the chemfuel to the Milkable comp? If you would do that I could just replace the <milkDef> and be done with my patch. Replacing the <resourceDef> of the AnimalProduct comp will result in a problem with the displayed text since your custom code checks for the <resourceDef> in the 'CompInspectStringExtra' function to decide what to display, which would be null for a resource it doesn't expect.
Switching the resources also shouldn't result in errors and therefore won't break any savegames.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on December 01, 2017, 04:04:46 AM
Hi Albion!

Oh yeah! I did that because I'm not sure if two CompProperties_Milkable in teh same creature will work properly. I can change it in the next update with minimal problems. Might take a week or so, though, since I'm planning on something quite big ;)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Albion on December 01, 2017, 05:27:20 AM
Much appreciated.
I guess switching the resourceDefs is the best and easiest way without breaking saves. However you could test if it is possible for a creature to have 2 Milkable comps and maybe change it with the transition to the release of beta 19 (in 6 months or so  :D ).
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: kubolek01 on December 01, 2017, 04:32:12 PM
Quote from: SargBjornson on December 01, 2017, 04:04:46 AM
Hi Albion!

Oh yeah! I did that because I'm not sure if two CompProperties_Milkable in teh same creature will work properly. I can change it in the next update with minimal problems. Might take a week or so, though, since I'm planning on something quite big ;)
EVEN bigger than your 2nd form you show here? ;)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Canute on December 02, 2017, 03:10:42 AM
Quoteif it is possible for a creature to have 2 Milkable comps
Why only 2 ? :-)
A cow with a battery of udder, for Milk,Chemfuel,Beer,.... :-)
I just remember a book, when a mad genetic scientist modify his pet, so each dug could produce a differnt type of drug for his need.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on December 02, 2017, 03:38:22 AM
Quote from: Albion on December 01, 2017, 05:27:20 AM
Much appreciated.
I guess switching the resourceDefs is the best and easiest way without breaking saves. However you could test if it is possible for a creature to have 2 Milkable comps and maybe change it with the transition to the release of beta 19 (in 6 months or so  :D ).

Ok, I just took a look, and I noticed something... Since Chemfuel production uses the Milkable class, the inspection text shows "Milk production" anyway. And that's ugly, really ugly. So my idea is to move ALL chemfuel production in my hybrids to my custom NewAnimalSubproducts.CompProperties_AnimalProduct class, which can display different text strings (why didn't I pass those strings as parameters??? Well, I'll certainly leave that for B19...).

So, will this cause you too much of a hassle to adapt?

Quote from: kubolek01 on December 01, 2017, 04:32:12 PM
EVEN bigger than your 2nd form you show here? ;)

Just a teaser: imagine if you could investigate a tech to mind control your creatures, giving them special abilities. So you can now directly control bear hybrids to attack. You can detonate boomalope hybrids remotely at will. And you can make chickens do, I dunno, chickeny things.

Wouldn't that be cool? ;)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Nightinggale on December 02, 2017, 06:49:03 AM
Quote from: SargBjornson on December 02, 2017, 03:38:22 AMOk, I just took a look, and I noticed something... Since Chemfuel production uses the Milkable class, the inspection text shows "Milk production" anyway. And that's ugly, really ugly. So my idea is to move ALL chemfuel production in my hybrids to my custom NewAnimalSubproducts.CompProperties_AnimalProduct class, which can display different text strings (why didn't I pass those strings as parameters??? Well, I'll certainly leave that for B19...).
I wrote code for BoneMod, which adds bones to butcherProducts, scale it for body size and missing body parts and displays it in the inspector. I wrote a yet to be published code where the same code is generic and can add whatever item you want based on xml only. I wonder if this approach can be used for milkable products as well.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Albion on December 02, 2017, 07:45:11 AM
Quote from: SargBjornson on December 02, 2017, 03:38:22 AM
Ok, I just took a look, and I noticed something... Since Chemfuel production uses the Milkable class, the inspection text shows "Milk production" anyway. And that's ugly, really ugly. So my idea is to move ALL chemfuel production in my hybrids to my custom NewAnimalSubproducts.CompProperties_AnimalProduct class, which can display different text strings (why didn't I pass those strings as parameters??? Well, I'll certainly leave that for B19...).

So, will this cause you too much of a hassle to adapt?

Well this will make the entire patch I made depreciated and useless but I understand why you would do that.
Having it labeled milk production is a suboptimal solution but the description of the creatures explains to the player that they'll actually milk chemfuel. This might actually be a suggestion for the suggestion subforum to have the Milkable comp changed to production and some tags on how to call the stuff that is actually produced.
Anyway. You can do what you want but I would simply stick with the milk production since that is the way the vanilla core game does it with Boomalopes.
However if you rework your animalProduct comp to use a def instead of hardcoded strings I can adapt my patch to use your comp.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Nightinggale on December 02, 2017, 12:16:26 PM
I think I figured out how to handle multiple strings for milking. Add this:
public class CompMilkChemfuel : CompMilkable
{
public override string CompInspectStringExtra()
{
if (!this.Active)
{
return null;
}
return "MilkFullness".Translate() + ": " + base.Fullness.ToStringPercent();
}
}

Then instead of using CompMilkable, use namespace.CompMilkChemfuel (namespace is whatever your namespace is in C#). You can then change MilkFullness into whatever new string you want. At least in theory, everything else should be the same.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on December 02, 2017, 02:09:46 PM
That's more or less what I'm doing, but I don't want to change it too much to avoid breaking Albion's mod :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Nightinggale on December 02, 2017, 03:40:02 PM
Quote from: SargBjornson on December 02, 2017, 02:09:46 PM
That's more or less what I'm doing, but I don't want to change it too much to avoid breaking Albion's mod :)
Good point, but at the same time it won't fix the issue. How about this: (yes, now I found your code  ;) )

CompProperties_AnimalProduct
{
    public string customResourceString;


    public override string CompInspectStringExtra()
    {
            if (!this.Active)
            {
                return null;
            }
            if (!customResourceString.NullOrEmpty())
            {
                return Translator.Translate(customResourceString) + ": " + base.Fullness.ToStringPercent();
            }
// the if else if chain

This should allow adding customResourceString to CompProperties_AnimalProduct in xml. This will then be used as the string when writing fullness. However if it's not included in xml, it will be null and it will fall back to the current code. In other words since no xml file has customResourceString right now, nothing will change right away from adding this and no mod compatibility will be broken. However it adds the option to set the string in xml.

Also I would be really surprised if this change will affect savegames. In fact I can't really see anything, which will cause this to backfire. If it does, I would like to know about it.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: SargBjornson on December 02, 2017, 04:02:45 PM
Hey, I like that idea! Albion, you think you could implement it like that?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.2
Post by: Albion on December 02, 2017, 04:07:07 PM
Quote from: SargBjornson on December 02, 2017, 02:09:46 PM
That's more or less what I'm doing, but I don't want to change it too much to avoid breaking Albion's mod :)

It's okay. I can check out the changes after you released the new version and adapt my patch accordingly. Just post here that you pushed the new version and I will check out the changes and push my adapted version a few hours later.
Most of the code already exists and I only need to replace parts of it. The reason I posted here was to make you aware of the issue and maybe get you to change it.

Quote from: SargBjornson on December 02, 2017, 04:02:45 PM
Hey, I like that idea! Albion, you think you could implement it like that?
Edit: I guess that would be easy enough. I won't be able to provide a translation since I only speak English and German but people who are using my mod have to live with that anyway  ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 06, 2017, 06:30:02 AM
(https://i.imgur.com/gc05sqO.png)

Hey everyone! I have just released the 2.4 update, and this is HUGE. I dabbled in science that most men's minds can't even begin to grasp (aka, I used Harmony) to bring you...... THE ANIMAL CONTROL RESEARCH!!

With this research, you can build an animal control hub, which gives two things: first, you can draft your animals and move them around. Awesome!

Secondly, it gives special abilities to all Hybrids and Alphas as long as it remains built. Each "family" has a different special ability, so hybrids have two. For example, the Thrumbalope can both "Stampede", which produces clouds of dust that decrease fire weapons accuracy, and can "Detonate", which prematurely kills the animal and produces a huge explosion.

Since every creature has a possible combination of two abilities, this gives a lot of oportunities for tactical encounters. Pfffft, turrets? I have a Thrumborat that can burrow behind the enemy lines and then produce clouds of dust in their midst.

Obviously this will be buggy. I have tried to test it as much as possible, but you know... Please report any bugs!

Oh, I also fixed a couple bugs and added a couple QoL things here and there :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 06, 2017, 06:33:14 AM
@Albion: I changed the way the mod handles chemfuel, and all boomalope hybrids (except boombeetle, which doesn't produce chemfuel) are now doing it like this:

 
<li Class="NewAnimalSubproducts.CompProperties_AnimalProduct">
<resourceDef>Chemfuel</resourceDef>
<gatheringIntervalDays>3</gatheringIntervalDays>
<resourceAmount>55</resourceAmount>
<customResourceString>ChemfuelProd</customResourceString>

      </li>


I also added a customResourceString called:

<NeutroglycerinProd>Neutroglycerin production</NeutroglycerinProd>

Just in case you don't want to add a translateable string in your mod. You can use that, or make your own.

Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Albion on December 06, 2017, 06:47:22 AM
Perfect. Thank you SargBjornson.
I'll update and publish the new patch as soon as possible. Thanks for the additional resourceString. I'll be using it.

Very interesting update by the way. I guess it required a lot of C# magic.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Canute on December 06, 2017, 06:51:16 AM
Very impressiv update , special the Animal control thing.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 06, 2017, 06:55:38 AM
The c# sources are on GitHub, and I tried to comment the code a bit, so if any of you feels like trying to use Harmony, it could help! It really is very powerful
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 06, 2017, 08:39:26 AM
Just let me complete the modlist and here I go version up! No more zoning, unfortunate shots... And more reason to improve the lab :D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 06, 2017, 08:58:49 AM
Coming up Next :

(https://vignette.wikia.nocookie.net/starcraft/images/3/38/Overmind_SC-G_Cncpt1.jpg/revision/latest/scale-to-width-down/640?cb=20150204073527)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Okam on December 06, 2017, 11:14:39 AM
Quote from: SpaceDorf on December 06, 2017, 08:58:49 AM
Coming up Next :

(https://vignette.wikia.nocookie.net/starcraft/images/3/38/Overmind_SC-G_Cncpt1.jpg/revision/latest/scale-to-width-down/640?cb=20150204073527)

wow, what the hell is that?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 06, 2017, 12:33:16 PM
a.) a Joke
b.) The Overmind from Starcraft
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Okam on December 06, 2017, 02:55:04 PM
Quote from: SpaceDorf on December 06, 2017, 12:33:16 PM
a.) a Joke
b.) The Overmind from Starcraft

Oh, Starcraft
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Albion on December 06, 2017, 09:33:11 PM
Quote from: SargBjornson on December 06, 2017, 06:33:14 AM
@Albion: I changed the way the mod handles chemfuel, and all boomalope hybrids (except boombeetle, which doesn't produce chemfuel)

[...]

I also added a customResourceString called:

<NeutroglycerinProd>Neutroglycerin production</NeutroglycerinProd>

Just in case you don't want to add a translateable string in your mod. You can use that, or make your own.

Just for you information: I updated the patch and it works great. Thank you for including the customResourceString.
It's awesome to have this kind of cross-mod cooperation.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Nightinggale on December 06, 2017, 11:57:44 PM
Quote from: Albion on December 06, 2017, 09:33:11 PMThank you for including the customResourceString.
You are welcome. I assume you meant to include a thank for me coming up with the solution as well, but you posted without proofreading or something  :P

Quote from: Albion on December 06, 2017, 09:33:11 PMIt's awesome to have this kind of cross-mod cooperation.
I fully agree. In fact apart from writing the DLL for BoneMod, all I have done has been making tools for mods to interact with each other. Players use multiple mods together, meaning mods should interact to produce the result the players would expect from mixing mods. This can be done by moving as much configuration as possible from DLL to xml. This allows other mods to patch, perhaps conditionally depending on presence of specific mods.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Shauano on December 07, 2017, 03:07:07 PM
Ok,why do i fell that i need to do some sort of mad scientists colony thingy now
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 07, 2017, 04:01:47 PM
Quote from: Shauano on December 07, 2017, 03:07:07 PM
Ok,why do i fell that i need to do some sort of mad scientists colony thingy now
Who built a Psychic Beacon on the Rim? SargBjornson, using robbed Yuri's tech. :|
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 08, 2017, 03:50:57 AM
Yeah. Mod Interaction is always great and appreciated.

Thanks to the wandering caravan mod I am now a proud owner of a Thrumfallo without doing any genetic research yet  ;D

And of course which mod would be a better base to use with the new Giddyup! Mod, than this ( on par with Jurassic Rim and Cthulhu )



Now new on my wishlist :
- faulty control beacons.
- hidden Mad Scientist Faction.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 08, 2017, 06:26:12 AM
Quote from: SpaceDorf on December 08, 2017, 03:50:57 AM
Thanks to the wandering caravan mod I am now a proud owner of a Thrumfallo without doing any genetic research yet  ;D

SADFACE

... but I'm not sure I can do anything to avoid that. After all, mods are optional.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 08, 2017, 08:14:14 AM
Well I thought it made sense and it was expected interaction between mods ..

The Wandering Caravan mod creates events in which sometimes lost Caravan Animals appear on the map.

This can be similiar to Wanderer Joins, Chases Refugee or Transport Pod.

Meaning : You have to tame the animals before they leave the map again,
sometimes the owning faction wants them back, sometimes the animal gets chased by raiders which you have to fend of.

My Thrumfallo came with 15 Silver, some Pemmican and 20 Tribal Attackers ..
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Nightinggale on December 08, 2017, 10:37:41 AM
Quote from: SargBjornson on December 08, 2017, 06:26:12 AM
Quote from: SpaceDorf on December 08, 2017, 03:50:57 AM
Thanks to the wandering caravan mod I am now a proud owner of a Thrumfallo without doing any genetic research yet  ;D

SADFACE

... but I'm not sure I can do anything to avoid that. After all, mods are optional.
Looking at wandering caravans (https://ludeon.com/forums/index.php?topic=36087.0), it looks like there are two ways to figure out which animals to spawn. One is vanilla RimWorld.BiomeDef.CommonalityOfAnimal while the other is         public static IEnumerable<PawnKindDef> AllWanderingCaravansSpawnableInMap(Map map)
        {
            return AllWanderingCaravans().Where(wc => map.mapTemperature.SeasonAcceptableFor(wc.race));
        }

The first should be easy to solve as it just needs to set current.RaceProps.wildBiomes[j].commonality to 0f, which it likely is already. The latter is.... tricky. It just checks if the temperature of the current season is ok for the animal. Leaving aside that it's code in another mod, how would you code the solution for this? It would likely need to be recoded into some foreach and then check if the animal can spawn naturally on any map at all.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 08, 2017, 10:50:49 AM
Yeah, I think I'll leave it as is, too much of a hassle to fix and, meh, no big deal! I'm more worried right now about some ugly compatibility error with Pawns Are Capable due to the changed I did with Harmony >.< (not Harmony's fault, of course, but mine)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: JinxVanAshke on December 08, 2017, 11:58:25 AM
Quote from: SargBjornson on December 08, 2017, 10:50:49 AM
Yeah, I think I'll leave it as is, too much of a hassle to fix and, meh, no big deal! I'm more worried right now about some ugly compatibility error with Pawns Are Capable due to the changed I did with Harmony >.< (not Harmony's fault, of course, but mine)

If you ever do decide to "fix" it, maybe you could make it an option to turn on or off? I agree with the above post it is interesting to come across some crossbreed in the wild. For gameplay thoughts, I view it as escaped from my own lab, to be honest, I have enough advanced factions on my world I can't be the only one trying to cross pigs and monkeys.

Side note, this mod and Smokeleaf are responsible for interesting my wife in this game. So thanks for an awesome gift to the rest of us players.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 09, 2017, 07:20:35 AM
What would happen if I made an hybrid that was part Smokeleaf? Just asking XD
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Nightinggale on December 09, 2017, 09:37:22 AM
Quote from: SargBjornson on December 09, 2017, 07:20:35 AM
What would happen if I made an hybrid that was part Smokeleaf? Just asking XD
You must have used Smokeleaf to even come up with that idea  :P

Mixing plants with animals could be interesting though. Imagine some animal mixed with a cactus. It would have thorns, which would damage the attacker if hit by melee weapons.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Okam on December 09, 2017, 09:55:24 AM
Quote from: SargBjornson on December 09, 2017, 07:20:35 AM
What would happen if I made an hybrid that was part Smokeleaf? Just asking XD

Well, he's going to have to be careful with the fire And that if it burns produce a certain effect, aaaaand if it's a lizard hybrid it could release parts of smokeleaf
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Canute on December 09, 2017, 11:32:20 AM
A Boomsmokeleafrat, when a die it release a cloud of smokeleaf dust, that gives everyone "high on smokeleaf" effect :-)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 09, 2017, 01:57:28 PM
Bongrat for short.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 09, 2017, 02:51:58 PM
Stop mad ideas. Wait til WP completes his long termed job... Dorf, you remember that trihybrid you drew?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 09, 2017, 03:23:33 PM
How could I forget that  ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 11, 2017, 04:17:02 PM
Coming next: Dinosauria patch :)

(https://i.imgur.com/8rA8ORg.png)(https://i.imgur.com/iF73HJZ.png)(https://i.imgur.com/UUR9DO9.png)(https://i.imgur.com/fH2GhWE.png)(https://i.imgur.com/wNdLFbZ.png)(https://i.imgur.com/Lo5hA7F.png)(https://i.imgur.com/TNiHYsM.png)(https://i.imgur.com/6lVjUXd.png)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 11, 2017, 05:30:55 PM
I can't decide what I want more a

a Boomaratops or a Thrumbosaurus Rex

or big badaboom Brachiolope.



Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on December 11, 2017, 07:45:11 PM
Quote from: SargBjornson on December 11, 2017, 04:17:02 PM
Coming next: Dinosauria patch :)


Would be awesome if the creator of that mod updated their post on this forum. Is it wrong to request non Steam uploads of mods if the author isn't posting here, and haven't made any declaration of not wanting it uploaded by anyone?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 11, 2017, 08:01:42 PM
Even more patches :D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 12, 2017, 04:51:54 AM
Yeah, I'm not sure which patch I should prioritize. Ideally the one that most people are using, but Megafauna hasn't been updated...
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 12, 2017, 08:33:24 AM
Not officially ..
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: AllenWL on December 14, 2017, 04:01:02 AM
For some reason, my mind control tech thingy doesn't let me make my animals attack other things, just lets me move them around and do the ability thing.

On a side note, I made a bunch of rodent/wolf hybrids in hopes of getting a wolf-rat or something similar. Instead, I got a whole lot of wolfbeavers. Then about a third of them got eaten by foxes.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 14, 2017, 04:47:12 AM
Quote from: AllenWL on December 14, 2017, 04:01:02 AM
For some reason, my mind control tech thingy doesn't let me make my animals attack other things, just lets me move them around and do the ability thing.

On a side note, I made a bunch of rodent/wolf hybrids in hopes of getting a wolf-rat or something similar. Instead, I got a whole lot of wolfbeavers. Then about a third of them got eaten by foxes.

That's because only bear hybrids can attack :) The rest of the hybrids have other special abilities, often much more dangerous. But in any case "Releaseing" the animals should work as always, with the difference that you can move them to attack much faster.

Soooorry, no wolf-rat, yet ;)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: AllenWL on December 15, 2017, 12:04:24 AM
Quote from: SargBjornson on December 14, 2017, 04:47:12 AM
That's because only bear hybrids can attack :)
Ah, I see.
Time to go on a bear massacre then I guess.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: GrimTrigger on December 15, 2017, 04:51:49 PM
Isnt there an animal collab (overhaul?) and a dog said patch?  Where can they be found?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 15, 2017, 05:19:00 PM
They are automatically included in the mod, using Modcheck
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: DepOpt on December 16, 2017, 12:27:13 AM
Pretty keen for the Dinosauria patch. Also, didn't know that it was only bear-types that could be ordered to attack. I've already got an issue with not enough bear DNA.

Stupid endangered animals not showing up and letting my hunt them to harvest their genetic material and make unnatural abominations deep inside my mountain fortress...
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 16, 2017, 02:12:48 AM
Use the recombinator for a chance to make all those stupid birds that keep appearing on the map into bear DNA ;)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: doomtrout on December 16, 2017, 06:01:59 AM
Looking forward to when boars get added in, if only because I wanna see the name combo of a bear/boar hybrid lmao
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 16, 2017, 10:33:39 AM
Quote from: DepOpt link=topic=35158.msg385570#msg385570

Stupid endangered animals not showing up and letting my hunt them to harvest their genetic material and make unnatural abominations deep inside my mountain fortress...

That is why you can breed animals. Throw in a few aging pills and a breeding pair of bears should solve your genetic ressource problem
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kamuii on December 17, 2017, 02:34:40 AM
I am running into an issue where some animals wont eat foods that it says they should. Like boombeetles wont eat grass when it says they can and will starve when surrounded by it.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: cotocobr on December 17, 2017, 06:08:01 AM
Nice Mod! Man, i think i found a bug, when i use mindcontrol in a genetic animal i can't order it to atack pawns (wild animals,raiders...) because these pawns aren't members of my colony
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on December 17, 2017, 08:00:11 AM
Only bear hybrids can attack
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Canute on December 17, 2017, 08:18:24 AM
Just another question to the Animal control.
It is possible to modify these that you could control other animal too, and not only drafted ones ?
When this is possible, i think it would be worth to seperate this into an own mod.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on December 17, 2017, 12:49:14 PM
I just realized it is the time of the year when we are in dire need of some mutated flying reindeer!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Devdisigdu on December 18, 2017, 03:55:09 AM
I'm finding myself with a considerable stockpile of Cryofuel from deep drilling but no traders I've seen so far are willing to buy it, despite the item being tagged as sellable.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: DepOpt on December 19, 2017, 11:38:22 PM
SargBjornson, have you considered adding feline Alphas/Hybrids by any chance? As for suggestions as to abilities etc, is it possible to give an animal a higher natural dodge chance? Or is the idea of damage vs tank covered by the Bear and Wolf variants.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 20, 2017, 08:01:43 AM
Quote from: DepOpt on December 19, 2017, 11:38:22 PM
SargBjornson, have you considered adding feline Alphas/Hybrids by any chance? As for suggestions as to abilities etc, is it possible to give an animal a higher natural dodge chance? Or is the idea of damage vs tank covered by the Bear and Wolf variants.
I think all nonhuman pawns have a base skills of 0, and it can be increased.  Otherwise bots wouldn't work. So set Melee skill higher and done (?)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: DepOpt on December 22, 2017, 06:36:37 AM
Also it kind of bugs me that the Genetic Extraction Table and the Alpha Serum Extraction Table rotate in different ways, so flipping them upside down to back them both against a wall looks really bad...

Edit: One last thought: Alpha Elephants...
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: pmoser on December 27, 2017, 10:21:15 PM
Can someone help me with Alpha Pigs? They keep miscarrying due to starvation. I have a huge stockpile of hay (5k+) and it's spread out over multiple tiles so that more than one of them can reach it. It just seems like their food bar goes down so quickly, that while they're sleeping, they miscarry. Anyone know about this?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Canute on December 28, 2017, 03:46:46 AM
I think thats called natural selection.
Some animal races are not able to survive at free nature.
You should amputate her legs so she is allways laying in the bed, and assign a night-doctor too feed her at night.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SergeshD123 on December 28, 2017, 04:12:09 AM
Can we make hybrid with Megatherium?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on December 28, 2017, 09:02:23 AM
Quote from: SergeshD123 on December 28, 2017, 04:12:09 AM
Can we make hybrid with Megatherium?
Not yet. Sarg? What do you think?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: CrimsonPhalanx on December 29, 2017, 02:22:24 AM
Waiting for the next update is always such a experience.

I wonder how many more updates before I can see snake rats, elephant hybrids, and maybe new stuff to the eldritch add on (eldritch implant anyone?)

but looking at the WIP list I'm already excited enough and can't wait for them to come out.

Also, does anyone know if the boomalope implant give chemfuel like how the ovipositor gives eggs?


Oh right, is it intentional that the flesh beast gives no meat?


EDIT: My muffallopede just got pregnant when it's written they can't breed by themselves?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: crusader2010 on December 29, 2017, 12:24:59 PM
Hello. I'm getting an error in the console and I believe I found the bug:

=> The following file:  \Defs\ThingDefs_Items\Items_Resource_Manufactured.xml contains <tradeability>Sellable</tradeability> inside the <graphicData></graphicData> tags. After moving that line outside, the error was gone.

Secondly (a question rather than anything else):
- in \Defs\Drugs\PoisonAmpule.xml is the  following def:  <ThingDef Name="GR_AmpouleBase" Abstract="True">
- That definition contains another line <tradeability>Sellable</tradeability>
=> is it safe to have this "tradeability" attribute attached to an abstract definition (as opposed to having it specified in the "children" of this abstract class)? For example, inside VirulentPoison.xml, the definition that has "GR_AmpouleBase" as a parent also has the "tradeability" property defined.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 29, 2017, 06:53:54 PM
Hello guys ! I made a Thrumbo + Wolf and i'm planning other things too, I have all researches but I really don't know what's the use of a Warg genetic material or with his corpse . I don't have the option to do an alpha Warg or to make a hybrid with him. Can someone help me ?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 29, 2017, 06:59:00 PM
Another thing that I could use a help for ; how do I use the machine of "Recombine Genes" ? I have one Bear and one Warg genetic material and I choosed they both but I still can't do anything
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: DepOpt on December 29, 2017, 10:56:08 PM
Quote from: Kennedy Garcia on December 29, 2017, 06:53:54 PM
Hello guys ! I made a Thrumbo + Wolf and i'm planning other things too, I have all researches but I really don't know what's the use of a Warg genetic material or with his corpse . I don't have the option to do an alpha Warg or to make a hybrid with him. Can someone help me ?

There are no Alpha Wargs, though you can make Alpha Wolves with wolf corpses. What you CAN do, I believe, is extract canid DNA from them to make wolf hybrids, same with all the pet dog types.

Quote from: Kennedy Garcia on December 29, 2017, 06:59:00 PM
Another thing that I could use a help for ; how do I use the machine of "Recombine Genes" ? I have one Bear and one Warg genetic material and I choosed they both but I still can't do anything

To recombine genes, you need 5 of any type you've allowed, and they'll make a random gene type. It's a way of getting genes from creatures that are rare in some biomes (like bears or reptiles). Rodents or birds are a good option for combining, as they are easy to breed and tend to be common in most biomes.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 30, 2017, 12:04:46 AM
Thanks very much, all 'dat you said worked !!!!!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Dimbledorf on December 30, 2017, 01:17:51 PM
The chicken-rodent combinations seems to be created only with male gender. So far i had 3 hatch and all of them are male. Is this coincidence or a bug?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 30, 2017, 09:39:30 PM
Hello , it's me again ...
I have another question.
I have a Thrumwolf and a Wolfbear.
And I got the thing that controls hybrids ( That apparently works with and without eletricity LOL, I want to know if its correct for that to work w/ and without eletricity , is this a bug ? ) , but I can only order those two to only do special moves, like Adrenaline Burst and Stampede for Thrumwolf and Rage attack and Adrenaline Burst for the Wolfbear ( When I click on Mind Control ) but when I do Mind Control , I can't simply order them to do a simple melee atack, when I order to, they say "Cannot order Non-Controlled Units".
So basically, I have two questions, why the Animal Control Hub doesn't stops working when I turn him off ?
And why my animals can't simply do melee atacks with the mind control but they can do special moves ?
Please, I need some answers !
Thx for reading
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on December 31, 2017, 03:36:52 PM
Quote from: Kennedy Garcia on December 30, 2017, 09:39:30 PM
Hello , it's me again ...
I have another question.
I have a Thrumwolf and a Wolfbear.
And I got the thing that controls hybrids ( That apparently works with and without eletricity LOL, I want to know if its correct for that to work w/ and without eletricity , is this a bug ? ) , but I can only order those two to only do special moves, like Adrenaline Burst and Stampede for Thrumwolf and Rage attack and Adrenaline Burst for the Wolfbear ( When I click on Mind Control ) but when I do Mind Control , I can't simply order them to do a simple melee atack, when I order to, they say "Cannot order Non-Controlled Units".
So basically, I have two questions, why the Animal Control Hub doesn't stops working when I turn him off ?
And why my animals can't simply do melee atacks with the mind control but they can do special moves ?
Please, I need some answers !
Thx for reading

Thought it was only bears (and bear hybrids?) that you can order to attack?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 31, 2017, 05:29:35 PM
I don't think that it's only the bears that can attack... it doesn't makes any sense. And basically I have a hybrid of thrumbo who can do adrenaline burst and stampede with the mind control, that are very good but I can't simply order him to attack. ( He can only attack if I release him with his owner // protect him )
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on December 31, 2017, 07:24:54 PM
Quote from: Kennedy Garcia on December 31, 2017, 05:29:35 PM
I don't think that it's only the bears that can attack... it doesn't makes any sense. And basically I have a hybrid of thrumbo who can do adrenaline burst and stampede with the mind control, that are very good but I can't simply order him to attack. ( He can only attack if I release him with his owner // protect him )

I'm about 98% sure that you can only order bears to attack with the mind control. I'm just too lazy to read through the previous few pages on this post, but I'm fairly sure you will find the answer there!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on December 31, 2017, 07:28:29 PM
Quote from: Harry_Dicks on December 31, 2017, 07:24:54 PM
I'm about 98% sure that you can only order bears to attack with the mind control. I'm just too lazy to read through the previous few pages on this post, but I'm fairly sure you will find the answer there!

The funny thing is that I can even order alpha pigs to do a bloodthirsty MOVE ( attack move ) but I can't do that with a fucking hybrid of a thrumbo >:(
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: kubolek01 on January 01, 2018, 02:06:14 PM
Quote from: Kennedy Garcia on December 31, 2017, 07:28:29 PM
Quote from: Harry_Dicks on December 31, 2017, 07:24:54 PM
I'm about 98% sure that you can only order bears to attack with the mind control. I'm just too lazy to read through the previous few pages on this post, but I'm fairly sure you will find the answer there!

The funny thing is that I can even order alpha pigs to do a bloodthirsty MOVE ( attack move ) but I can't do that with a fucking hybrid of a thrumbo >:(
You forgot it only fights in self-defence in the wild?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Kennedy Garcia on January 01, 2018, 02:09:35 PM
After reading all these pages, I learned that only bears can do an attack ( and some alphas too ) w/ mind control ... thanks guys
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Arira on January 01, 2018, 07:16:16 PM
Was using it on A17 and want to use it on B18, but having issue with it.
I guess it conflict with something in my mod pack, game just crashes and error log only saying "KERNELBASE.dll caused an Access Violation"
output log Attempt to access invalid address
I could also provide my ModConfig, but cause i m using steam version of the game it will show
mod ids instead of names.

Also it happens only when Genetic Rim is turned ON. Any other mods of my list not causing crashes.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on January 02, 2018, 05:49:59 PM
Quote from: Arira on January 01, 2018, 07:16:16 PM
Was using it on A17 and want to use it on B18, but having issue with it.
I guess it conflict with something in my mod pack, game just crashes and error log only saying "KERNELBASE.dll caused an Access Violation"
output log Attempt to access invalid address
I could also provide my ModConfig, but cause i m using steam version of the game it will show
mod ids instead of names.

Also it happens only when Genetic Rim is turned ON. Any other mods of my list not causing crashes.

Tried changing the load order of Genetic Rim?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on January 04, 2018, 09:26:27 AM
Quote from: Canute on December 17, 2017, 08:18:24 AM
Just another question to the Animal control.
It is possible to modify these that you could control other animal too, and not only drafted ones ?
When this is possible, i think it would be worth to seperate this into an own mod.

Indeed, it is 100% possible! In fact, the code is open and I tried to comment it a bit. Take a look if you want!

Quote from: crusader2010 on December 29, 2017, 12:24:59 PM
Hello. I'm getting an error in the console and I believe I found the bug:

That version is outdated :) You always have the newest version on gitHub or Steam

Quote from: Dimbledorf on December 30, 2017, 01:17:51 PM
The chicken-rodent combinations seems to be created only with male gender. So far i had 3 hatch and all of them are male. Is this coincidence or a bug?

Ahhh, gotta love RNG, huh? You can get 400 males and no females, it's random :)

Quote from: Arira on January 01, 2018, 07:16:16 PM
Was using it on A17 and want to use it on B18, but having issue with it.

Indeed, the only thing I can think of is load order. Nothing in the mod should cause such a weird error

@Someone, the forum is somehow not letting me quote...
If your creatures are not eating something, it's because they don't eat that. For example, Boombeetles don't eat grass, but give them some potatoes and they will eat. Alpha Pigs were eating way too fast, though, so I reduced their appetite.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.

Because I just released the Dinosauria patch :)

(https://i.imgur.com/cvNPSLb.png)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on January 04, 2018, 09:49:39 AM
Quote from: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.

Because I just released the Dinosauria patch :)

(https://i.imgur.com/cvNPSLb.png)

Guys, please. Stop... I can only take SO MUCH WINNING! PLEASE, NO MORE!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 04, 2018, 12:24:05 PM
@SargBjornson: thanks for also fixing the error I posted earlier on this page :)

Also, I have some errors with the Dinosauria Patch (see attached files). When I remove this patch the errors are gone. I attached a ModsConfig.xml without the patch.

I tried the following mod loading orders:  Dinosauria - GeneticRim - Patch;  GeneticRim - Dinosauria - Patch.
Same errors every time.



[attachment deleted by admin: too old]
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SargBjornson on January 04, 2018, 01:19:07 PM
That doesn't look like its caused by the mod... Must be a third one...
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: doll32 on January 04, 2018, 04:18:40 PM
is a megafauna patch a thing for maybe the future? also, is htere somewhere i can look up what combination results in what?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 04, 2018, 04:20:47 PM
Quote from: SargBjornson on January 04, 2018, 01:19:07 PM
That doesn't look like its caused by the mod... Must be a third one...

I think it must be something specific to this patch because without it there are no errors and the error "Could not resolve cross-reference: No Verse.BodyPartGroupDef named LeftLegClawAttackTool found to give to Verse.Tool left claw" makes any sense only in GeneticRimDinosauriaPatch.

Please help me debug this a bit, so I should at least know what to look for.
In \Mods\GeneticRimDinosauriaPatch\Defs\ThingDefs_Races\Races_Animal_Dinohybrids.xml there are 3 lines like this:
<linkedBodyPartsGroup>LeftLegClawAttackTool</linkedBodyPartsGroup>

Shouldn't there be a "parent" group called "LeftLegClawAttackTool" somewhere, to link this to it? I've searched for this in all of my mods and the only references are these 3 lines from this XML.

PS: I'm not playing with A Dog's Said mod. Also, my knowledge of Rimworld modding/structure is very limited.

Thanks  :D

EDIT:
I think I found the reason for the errors:
<BodyPartGroupDef>
    <defName>TailAttackTool</defName>
    <label>tail</label>
  </BodyPartGroupDef>

  <BodyPartGroupDef>
    <defName>ArmClawAttackTool</defName>
    <label>claw</label>
  </BodyPartGroupDef>


These are the only BodyPartGroups for the dinosaurs. What version of Dinosauria did you use (and where from)?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Critical_Myuri on January 04, 2018, 10:06:12 PM
Hello, I have a couple of things to say. Firstly fantastic mod, love it.

The second is i've found a bug, glitch, oversight whatever you wanna call it regarding the wolfbear models (by no means game breaking or even all that bothersome just wanted to point it out) https://i.imgur.com/dsZNkbA.png this image shows from right to left; Puppy, Juvenile, Adult. The puppy is the same size as the adult and the juvenile is tiny.

Third I want to inquire about any plans/intent to add feline hybrids to the game, I'd love a chance to make Mougars or something hahaha.

Regardless, thanks so much for this brilliant mod definitely made for some interesting gameplay! <3
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on January 05, 2018, 03:11:26 AM
Quote from: Harry_Dicks on January 04, 2018, 09:49:39 AM
Guys, please. Stop... I can only take SO MUCH WINNING! PLEASE, NO MORE!

You have to grow the win for yourself first ..

@Sarge : will there be inter-mod hybrids Like chtulhu-saurus ?
Or more implants ?

==== EDIT ====

Another thing I would like would be Cloning.

I need a huge caravan to transport some few thousand steel from a digsite to my main base but I just don't have enough muffalos and are not far enough in the research tree yet ..
so simple Cloning might be a good Beginners Level of Genetic Engineering, at least for Basic Animals.
Sadly I am not sure, how to make this not OP  :-[
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: DepOpt on January 08, 2018, 09:38:07 AM
Quote from: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.

Because I just released the Dinosauria patch :)

(https://i.imgur.com/cvNPSLb.png)

I don't think you realise just how happy you made me. In my pants.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: SpaceDorf on January 08, 2018, 11:36:53 AM
Quote from: DepOpt on January 08, 2018, 09:38:07 AM

I don't think you realise just how happy you made me. In my pants.

TMI Dude ..
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
Post by: Harry_Dicks on January 08, 2018, 02:17:44 PM
Quote from: SpaceDorf on January 05, 2018, 03:11:26 AM
Quote from: Harry_Dicks on January 04, 2018, 09:49:39 AM
Guys, please. Stop... I can only take SO MUCH WINNING! PLEASE, NO MORE!

You have to grow the win for yourself first ..

@Sarge : will there be inter-mod hybrids Like chtulhu-saurus ?
Or more implants ?

==== EDIT ====

Another thing I would like would be Cloning.

I need a huge caravan to transport some few thousand steel from a digsite to my main base but I just don't have enough muffalos and are not far enough in the research tree yet ..
so simple Cloning might be a good Beginners Level of Genetic Engineering, at least for Basic Animals.
Sadly I am not sure, how to make this not OP  :-[

Simple cloning in multiple levels maybe? First level you can only clone small animals under size 1, 50% chance of failure or something. Level two maybe size 1.25 animals, 40% chance of failure, or something like that.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: AllenWL on January 09, 2018, 04:15:34 AM
So, I thought it'd be hilarious to give my warden some snake fangs to terrify prisoners.
In the most recent prison break, she bit all the prisoners to death.
Those fangs are quite scary.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Canute on January 09, 2018, 04:28:48 AM
Warden with fangs, don't you mean fakevampires ? :-)
Maybe just use real-vampires to drink the prisoner blood.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 09, 2018, 05:14:03 AM
Does anybody has a link to Dinosauria which does not blow up with Genetic Rim or GiddyUp ?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 09, 2018, 06:17:03 AM
Quote from: SpaceDorf on January 09, 2018, 05:14:03 AM
Does anybody has a link to Dinosauria which does not blow up with Genetic Rim or GiddyUp ?

Have you tried the one from http://lttlword.ru ? That's the one I have installed with Genetic Rim and Giddy-Up and I haven't had any errors yet, but I haven't gotten around to actually trying out the genetics or riding part.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 09, 2018, 12:01:41 PM
Quote from: Harry_Dicks on January 09, 2018, 06:17:03 AM
Quote from: SpaceDorf on January 09, 2018, 05:14:03 AM
Does anybody has a link to Dinosauria which does not blow up with Genetic Rim or GiddyUp ?

Have you tried the one from http://lttlword.ru ? That's the one I have installed with Genetic Rim and Giddy-Up and I haven't had any errors yet, but I haven't gotten around to actually trying out the genetics or riding part.

I just compared the version from there with the one I posted on the Dinosauria thread. It will give you some errors because the respective files were not changed. Also, as I said on page 11 of this thread, Dinosauria needs a patch for Genetic Rim because there are some console errors present ("Could not resolve cross-reference: No Verse.BodyPartGroupDef named LeftLegClawAttackTool found to give to Verse.Tool left claw" - because the Defs from Dinosauria are different). I believe that GiddyUp will not fully work either, without a patch (haven't tested though).

@SargBjornson: can you please tell me what version of Dinosauria you used (and from where) when making the GeneticRim patch? The defs are different.

Thanks
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 09, 2018, 01:12:59 PM
Quote from: crusader2010 on January 09, 2018, 12:01:41 PM
Quote from: Harry_Dicks on January 09, 2018, 06:17:03 AM
Quote from: SpaceDorf on January 09, 2018, 05:14:03 AM
Does anybody has a link to Dinosauria which does not blow up with Genetic Rim or GiddyUp ?

Have you tried the one from http://lttlword.ru ? That's the one I have installed with Genetic Rim and Giddy-Up and I haven't had any errors yet, but I haven't gotten around to actually trying out the genetics or riding part.

I just compared the version from there with the one I posted on the Dinosauria thread. It will give you some errors because the respective files were not changed. Also, as I said on page 11 of this thread, Dinosauria needs a patch for Genetic Rim because there are some console errors present ("Could not resolve cross-reference: No Verse.BodyPartGroupDef named LeftLegClawAttackTool found to give to Verse.Tool left claw" - because the Defs from Dinosauria are different). I believe that GiddyUp will not fully work either, without a patch (haven't tested though).

@SargBjornson: can you please tell me what version of Dinosauria you used (and from where) when making the GeneticRim patch? The defs are different.

Thanks

I used to have those errors for the left and right claw. I'm not sure what I did, but they are all gone now, really odd.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SargBjornson on January 10, 2018, 02:28:48 AM
I used the Steam version, of course. Can't control any other sources.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 10, 2018, 02:49:59 AM
(http://oi44.tinypic.com/f3yvf6.jpg)(http://oi44.tinypic.com/f3yvf6.jpg)(http://oi44.tinypic.com/f3yvf6.jpg)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: kubolek01 on January 10, 2018, 04:08:03 AM
Quote from: SpaceDorf on January 10, 2018, 02:49:59 AM
(http://oi44.tinypic.com/f3yvf6.jpg)(http://oi44.tinypic.com/f3yvf6.jpg)(http://oi44.tinypic.com/f3yvf6.jpg)
*comes with Tank Destroyer and blows the wall*
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Canute on January 10, 2018, 04:13:59 AM
Don't worry with that much Dorf-power no wall live long enough.
I just fear about your tank-destroyer when the wall are broken down :-)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 10, 2018, 06:32:49 AM
Quote from: SargBjornson on January 10, 2018, 02:28:48 AM
I used the Steam version, of course. Can't control any other sources.

Is there any way you could archive the mod from steam and post it somewhere? I want to compare the two and maybe make a dinosauria patch.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SargBjornson on January 10, 2018, 10:52:44 AM
I think you should ask the creator of the mod for that (Spincrus), I wouldn't want to intrude on their wishes regarding distribution
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 10, 2018, 01:07:22 PM
Quote from: SargBjornson on January 10, 2018, 10:52:44 AM
I think you should ask the creator of the mod for that (Spincrus), I wouldn't want to intrude on their wishes regarding distribution

Spincrus has been offline for some months. That's why we are trying to pick up where he left off (at least in terms of mod compatibility). We already corrected the errors from going from A17 to B18, while JinxVanAshke made a patch for A Dog Said.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 10, 2018, 01:07:47 PM
Quote from: crusader2010 on January 10, 2018, 06:32:49 AM
Quote from: SargBjornson on January 10, 2018, 02:28:48 AM
I used the Steam version, of course. Can't control any other sources.

Is there any way you could archive the mod from steam and post it somewhere? I want to compare the two and maybe make a dinosauria patch.

Yes you can. I don't use Steam so I don't remember the exact sequence of events, but I'm sure a few minutes on Google will give you the answer. Something like you just subscribe to the mod, find where it's downloaded, then copy it, I believe. I don't think you have to do any other modifications to it.

Hah while we're at it, will someone post the Disinfectant Stand (adds cleanliness to rooms, don't know of anything else that does this except sterile floor) and Septic Tank (add on for Dub's Bad Hygiene, let's some of the sewage become fertilizer... just like I asked for in the Bad Hygiene thread!!!)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Shibimon on January 12, 2018, 04:44:57 AM
https://i.imgur.com/vj2mbej.png
Im trying to fix this medicine overlay bug, but i really dont know what mod or mods are causing it, and the only clue i found was that "emu ointment" that seems to be from this mod, and that's all i got
i've tried changing load order from this mod and still is there
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 12, 2018, 05:07:08 AM
@shibimon : there is a mod that adds all added medical items to the usage bar.
the bug should be with this mod, not with the mods that add the medical items in general.

@Harry_Dicks : I tried downloading some mods from steam the last few days, but strangely I could not find the mods steam was supposed to download on my harddrive where they were supposed to be : ( ../steam/steamapps/common/rimworld/mods/ )
I have succesfully done this before so I don't really know what went wrong this time.

Funny enough the mods were activated and worked ..
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Shibimon on January 12, 2018, 12:28:55 PM
:(
someone know which mod add medical items to the usage bar?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 12, 2018, 01:24:01 PM
Quote from: Shibimon on January 12, 2018, 12:28:55 PM
:(
someone know which mod add medical items to the usage bar?

You mean Mod-Medicine-Patch? If so, why post that here?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Kennedy Garcia on January 13, 2018, 10:10:10 PM
Hey guys, in my new gameplay, a herd migration happened and my mod of wild animals sex said that predators will appear 'cause of this massive addition of preys.
Right after that, some wolfs and foxes appeared, and there was one alpha wolf and an alpha bear + bearlope, looking for food. I killed themall but the option of "tame" them was there. I wanted to know if this event is logical in the point of view of GeneticRim ?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Canute on January 14, 2018, 03:55:40 AM
Why not, at the nature the predator's following mosttimes the herd of their prey.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 14, 2018, 06:23:29 AM
I think the question was aimed at the appearence of genetic rim animals.

I had something similiar happen to me with lost caravans.
Sarge answered that he would prefer if Genetic Animals would not spawn on their own.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 14, 2018, 11:10:53 AM
I ended up having to disable the Genetic Rim Dinosauria patch. I went ahead and disabled Dinosauria too, but I was getting so many errors about that LeftClawAttackTool RightClawAttackTool or whatever the hell it was. Has anyone come up with a fix for it? Do the dinos not have this tool, or whatever "attached" to them in the version of Dinosauria the patch was based off of, maybe? I ask because I was looking at the "tools" that these darkspawn use to attack in the mod Darkest Night (uses Darkest Dungeon graphics for it's preview image) and it looks fucking AWESOME. However it is only for Project HardcoreSK as far as I can tell. If I could find a way to just I guess, put on regular arms onto these darkspawn, and give them a regular claw or scratch attack, I would be happy with that. But they are using some kind of Combat Extended tool for their attack. Oh well, it looks so awesome, that I'm sure I'll come back to it, once I've learned more about this stuff. Anyone interested in it should watch this video of the event, to see what happens to your base at night! https://www.youtube.com/watch?time_continue=83&v=PNpCpANeKrM
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 14, 2018, 06:30:18 PM
Quote from: Harry_Dicks on January 14, 2018, 11:10:53 AM
I ended up having to disable the Genetic Rim Dinosauria patch. I went ahead and disabled Dinosauria too, but I was getting so many errors about that LeftClawAttackTool RightClawAttackTool or whatever the hell it was. Has anyone come up with a fix for it? Do the dinos not have this tool, or whatever "attached" to them in the version of Dinosauria the patch was based off of, maybe? I ask because I was looking at the "tools" that these darkspawn use to attack in the mod Darkest Night (uses Darkest Dungeon graphics for it's preview image) and it looks fucking AWESOME. However it is only for Project HardcoreSK as far as I can tell. If I could find a way to just I guess, put on regular arms onto these darkspawn, and give them a regular claw or scratch attack, I would be happy with that. But they are using some kind of Combat Extended tool for their attack. Oh well, it looks so awesome, that I'm sure I'll come back to it, once I've learned more about this stuff. Anyone interested in it should watch this video of the event, to see what happens to your base at night! https://www.youtube.com/watch?time_continue=83&v=PNpCpANeKrM

The body parts definitions for dinosaurs are different than the ones from the patch. Apparently there is a Steam version of Dinosauria and a non-steam one (from the forum thread) that are completely different. If someone uploads an archive with the Steam version, I'll compare everything and come up with a patch that works with Genetic Rim (and the patch itself).
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 15, 2018, 07:00:20 AM
I'll try again later today, if I can find the mods steam supposedly downloaded.

I can't remember the last time I mentioned how much I dislike steam.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 15, 2018, 08:20:34 AM
Quote from: SpaceDorf on January 15, 2018, 07:00:20 AM
I can't remember the last time I mentioned how much I dislike steam.

This brave soldier, would he be willing to take one for the team?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 15, 2018, 08:41:10 AM
It would not be the first time I did that  ;D

Like I said, I allready tried last weak, but I was not able to locate the mods steam should have downloaded.

So if anybody has a clue about changes to Steam Workshop I would be glad to know.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 15, 2018, 08:57:16 AM
Hopefully you won't be downed while behind enemy lines. Don't be afraid to call for help. We leave NO MAN BEHIND! Everybody's going home to their families today!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: SpaceDorf on January 15, 2018, 02:34:31 PM
Windows foiled my nefarious plot to infiltrate the world of drm.
More acurate the driver of my graphic card .. so I have failed.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
Post by: Bruvvy on January 18, 2018, 08:16:30 AM
Quote from: Canute on August 17, 2017, 06:41:44 AM
Interesting idea.
To bad it is currently just limited to vanila animals.
Maybe you will fine a way to create hybrids from other animals without having patches for each animal mod. So we can made Sminion (smurf + minion).
Would love to see some non-vanilla animals from different mods totally!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: crusader2010 on January 20, 2018, 07:16:42 AM
Hello,

I managed to clear up the errors from the G.R.Dinosauria Patch + Dinosauria.
The attached file should go into ...\[Rimworld B18]\Mods\[GeneticRimDinosauriaPatch]\Defs\ThingDefs_Races\  (replace the bracketed names with the appropriate folders from your installation).

Make a backup of the file first, but don't keep it in the same folder, then copy over the one attached (overwrite it). 

Let me know if there is any odd behavior or such.

Thanks

[attachment deleted by admin: too old]
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: kubolek01 on January 20, 2018, 03:41:46 PM
I found an odd behaviour, not reported on any. It's about the mind controlled hybrids... they can mount (Giddy-up feature) on eachother! Haven't tried it to avoid breaking save, but the option itself exists? Is it possible to limit certain actions for animals? If it's not your side mistake, I'll go on 2nd side.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on January 21, 2018, 10:48:19 AM
Quote from: kubolek01 on January 20, 2018, 03:41:46 PM
I found an odd behaviour, not reported on any. It's about the mind controlled hybrids... they can mount (Giddy-up feature) on eachother! Haven't tried it to avoid breaking save, but the option itself exists? Is it possible to limit certain actions for animals? If it's not your side mistake, I'll go on 2nd side.

WOW! I want a tower of attack bears riding into battle. The bottom bear is a "power-bottom." Because he is generating all of the power through his thrusts and speed. I'm on mobile right now, otherwise I would definitely whip up a paint image of this. How many bears high can we make this? ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: kubolek01 on January 23, 2018, 02:58:52 PM
Quote from: Harry_Dicks on January 21, 2018, 10:48:19 AM
Quote from: kubolek01 on January 20, 2018, 03:41:46 PM
I found an odd behaviour, not reported on any. It's about the mind controlled hybrids... they can mount (Giddy-up feature) on eachother! Haven't tried it to avoid breaking save, but the option itself exists? Is it possible to limit certain actions for animals? If it's not your side mistake, I'll go on 2nd side.

WOW! I want a tower of attack bears riding into battle. The bottom bear is a "power-bottom." Because he is generating all of the power through his thrusts and speed. I'm on mobile right now, otherwise I would definitely whip up a paint image of this. How many bears high can we make this? ;D
Not even try... It will break it. But maybe I'll go stackin' my 3 Thrumbos?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: polios3 on February 03, 2018, 03:16:13 PM
Can you add compability to "More Monster Girls" mod?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on February 05, 2018, 07:03:38 PM
I would like to see compatibility for Biomes! cavern animals, please! All of their textures are great, in my opinion. Mod is already very popular on Steam, over 10K I believe in numbers and it just came out! ;D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.404
Post by: Harry_Dicks on February 23, 2018, 06:32:41 PM
So after going back and forth deciding if I still want to use this mod, I know I do, but I was thinking maybe the author could consider some things for the future.

Would you ever consider letting the majority of the genetic mutations use a base leather from one of their parents? Personally I am not fond of the already high number of leathers in the base game, and thinking this could help cut down on some bloat. Recently while working on Elemental Boomalopes I found out about the xml tag <useLeatherFrom> or something similar to that.

Also, are there any plans for anymore future cross mod patches? For example Mega Fauna or the Biomes! Caves mods? Or any crosses between the Rim of Madness animals and Dinosauria animals? I have also updated the TropiCKAPP Rainforest mod to B18 which has some interesting animals in it. And are there any plans to add on more animal controls from the Animal Control Hub? I like how we can control bears, and I am hoping to have control over more animals like this.

I feel like I've gotten to the point where I don't want to add in any animals from mods unless they are supported by Genetic Rim :P

Thanks for the great mod! :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on March 03, 2018, 05:24:57 PM
Just updated with a large list of bugfixes:

- Emus now generate more medicines, and they can be sold on the new merchant
- Custom Mad Scientist merchant ship. No conventional caravans, since I don't want to create a new faction. This merchant ship buys all the items in the mod that are marked as sellable
- Many items that weren't sellable should be now, in the custom merchant ship
- Cryofuel can be converted to chemfuel in the refinery
- Removed cryofuel from the underground deposits
- Poison is now stackable
- Balanced thrumbohorn implant damage
- Special milks can be converted to regular milk
- Thrumbochicken eggs are now non-stackable to prevent averaging of hatching times
- Removed spidersnake silk
- Tried to make beartrees (a beta creature) not appear on the map
- Poison cloud attack has a max range now
- Boar tusk statuettes are now created on the sculptor table
- Fossil fuel no lomger appearing in underground deposits (hopefully)
- Fossil fuel can be converted to chemfuel in the refinery
- Spinobear is now slightly less OP
- No more random herds of dinosaur hybrids!

Regarding leather: my hybrids already use that tag :) I hate having too many identical leathers, so they just use leather from one of their parents.

Regarding other mods: sooner or later, but it is a LOT of work
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Harry_Dicks on March 03, 2018, 08:36:22 PM
Awesome! Thanks Sarg! I had been watching the GitHub updates and was thinking you might release something soon. All of your hard work is really appreciated, honestly! Your mod is one of the most extensive and exhaustive. You really have built something that's not only unique but also extremely interesting and full of great content.

I am curious, could you possibly leak to us what, if any, new animals you have planned for us next? Or, any new, if any, planned features you hope to implement soon? Thanks! :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on March 04, 2018, 09:40:17 AM
Actually, I think I'm going to park GeneticRim for a while, at least till next update on the game (release?).

I have a mod in mind that I REALLY want to try to implement. Think Stargate :)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on March 12, 2018, 10:07:46 AM
Here, I would love your opinions, guys: https://ludeon.com/forums/index.php?topic=39399.0
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Sludgehammer on March 12, 2018, 03:14:08 PM
I've noticed a small but annoying bug(?) with Genetic Rim.  If a part is already missing the option to install a Genetic Rim implant doesn't appear.  For example, I have a pawn who had his left ear ripped off, however I can't install a bunny ear to replace it.  The same seems to be true with bear claws for hand replacement and venomous fangs for jaw replacement.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Soggy Noodle on March 21, 2018, 07:10:10 AM
made a smoll excell sheet with the possibilities. For yall cheaters who dont like abomanations.

Me Sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vTSMIsRmYr5eOnsedXgjuA907qHaNSyIOS79N5mIUa7iuHYcPgbHHTp_DilJnr-TPL8lBxN5HvPlK-H/pubhtml?gid=1296697317&single=true (https://docs.google.com/spreadsheets/d/e/2PACX-1vTSMIsRmYr5eOnsedXgjuA907qHaNSyIOS79N5mIUa7iuHYcPgbHHTp_DilJnr-TPL8lBxN5HvPlK-H/pubhtml?gid=1296697317&single=true)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on March 25, 2018, 12:30:59 PM
Do you want to make a wiki? :D
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on April 03, 2018, 05:55:40 AM
Just added a Combat Extended patch created by Saebbi :)

https://github.com/Saebbi/Genetic-Rim-CE-Patch
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Sandy on April 04, 2018, 03:37:38 AM
Quote from: SargBjornson on April 03, 2018, 05:55:40 AM
Just added a Combat Extended patch created by Saebbi :)

https://github.com/Saebbi/Genetic-Rim-CE-Patch
Hi. i really like ur mod and wanted to play with it. but when i activate ur mod and start a new game, i couldnt generate the world. i click on "Generate" button and the screen says "Generating world...", but goes back to the "Generate" screen.
i removed all my mods and added them 5 at a time. since genetic rim was in the last 5, i was able to generate the world until then. after i added genetic rim, i couldnt generate the world.
i attached my load order. when activated, i placed the genetic rim and dino patch above the Biomatter mod. i'm sure its some mods conflicting, but i dont know which ones.

i dont know if it will work if i start a colony and then add the mod. i'll try that.

[attachment deleted due to age]
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on April 04, 2018, 03:47:00 AM
As far as I know, Genetic Rim doesn't touch world generation AT ALL, so it shouldn't be the one causing errors. Have you checked the error logs?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Sandy on April 04, 2018, 04:00:06 AM
Quote from: SargBjornson on April 04, 2018, 03:47:00 AM
As far as I know, Genetic Rim doesn't touch world generation AT ALL, so it shouldn't be the one causing errors. Have you checked the error logs?
is this one?
(https://imgur.com/a/G2ama)
(strange, i added an image here, but its not showing.. i'll attach the image now.)

deactivating genetic rim mod seemed to solve the problem with world generation. thats why i thought genetic rim mod is the reason.

[attachment deleted due to age]
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on April 04, 2018, 04:32:43 AM
Wish it were that simple... It is probably interferring with another mod. Try to load Genetic Rim alone, since if it gives you problems your base game might have some weird bug instead. No clue what else it could be, sorry
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Canute on April 04, 2018, 04:45:30 AM
Sandy,
did you ever saw these green button "share logs" ? What could that be ? :-))

But try at first to move the 2 Generic Rim mod near the top, maybe this allready helps.
Since the error is related to appareal, maybe try to disable FashionRimsta.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Sandy on April 04, 2018, 05:51:08 AM
Quote from: SargBjornson on April 04, 2018, 04:32:43 AM
Wish it were that simple... It is probably interferring with another mod. Try to load Genetic Rim alone, since if it gives you problems your base game might have some weird bug instead. No clue what else it could be, sorry
i tried adding the mod to an already started game. i used dev mode to complete all research and then built a pulper. no error was thrown, but i havent checked further. if its not solvable, then i'll just add the mod after starting a game from now.

Quote from: Canute on April 04, 2018, 04:45:30 AM
Sandy,
did you ever saw these green button "share logs" ? What could that be ? :-))

But try at first to move the 2 Generic Rim mod near the top, maybe this allready helps.
Since the error is related to appareal, maybe try to disable FashionRimsta.
funny, here's the log
https://gist.github.com/HugsLibRecordKeeper/29176b6b5b4d410ee90cb26929c79a63#file-output_log-txt (https://gist.github.com/HugsLibRecordKeeper/29176b6b5b4d410ee90cb26929c79a63#file-output_log-txt)
i tried removing fashionRIMsta and it didnt solve it.
i was trying to keep all the animal and medical related mods to the last.
i'll try and move the animal mods near the top. brb
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on April 04, 2018, 05:59:10 AM
Mmmm, I must say I always keep the mod at the top, because, well, it's mine haha. Never tried to load with it at the bottom
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: kubolek01 on April 04, 2018, 06:11:41 AM
Quote from: SargBjornson on April 04, 2018, 05:59:10 AM
Mmmm, I must say I always keep the mod at the top, because, well, it's mine haha. Never tried to load with it at the bottom
I only followed load order if it's meant by creator. Otherwise the order is random, but it's working only with 30 or so mods. (I hate DRMfree for harder autoupdate)
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Sandy on April 04, 2018, 06:29:53 AM
Quote from: SargBjornson on April 04, 2018, 05:59:10 AM
Mmmm, I must say I always keep the mod at the top, because, well, it's mine haha. Never tried to load with it at the bottom
moving it near the top didnt work for me.
anyway, the mod doesnt touch world gen, but gives me error during world gen. so, i'm just gonna add the mod after the world gen, after starting a game and see what happens.
Thanks guys..
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Mitz on April 07, 2018, 06:28:25 PM
Giddy-up doesn't like animal mods below.
*mic drop*

expanding on my simple comment, giddy up has to go through a lot of pain loading everything they do first, then loading the animal mods, THEN loading itself again making sure everything is caught.
TL:DR put giddy-up at the bottom and give it a go
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: titanjones on April 15, 2018, 12:23:35 PM
A dog said isnt really compatible, because I cant install powerclaws onto my geneticrim animals! WHy can i not install mecha tentacles and power claws to my alpha boars or thrumfallo?
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Beyondfubar on April 30, 2018, 01:49:11 PM
Just registered to say I love this mod so much!  I did have a question though, what is virulent poison for? It seems to be worth something, and annoyingly when I didn't understand the game well, was the source of many "magic" deaths of prized creatures! Is it just a way to get rid of annoying pawns? Seems like it'd be pretty neat to add to weapons.. although I guess if you can build a thrumbolizard you probably aren't into bows/spears...
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: SargBjornson on May 03, 2018, 05:06:38 AM
Quote from: titanjones on April 15, 2018, 12:23:35 PM
A dog said isnt really compatible, because I cant install powerclaws onto my geneticrim animals! WHy can i not install mecha tentacles and power claws to my alpha boars or thrumfallo?

Ok, ok, there you go, updated... Happy now? :P

Quote from: Beyondfubar on April 30, 2018, 01:49:11 PM
I did have a question though, what is virulent poison for?

Yeah, it's just a way to kill unwanted pawns and animals.
Title: Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.1
Post by: matheryn on May 04, 2018, 12:04:22 PM
Quote from: SpaceDorf on August 20, 2017, 09:40:21 AM
Pretty please :

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSgqBUkcmGnm90gH2IQVNZNjprMf2fUFicKKephhMsLpECLt7jlg-8sTKBK)

OMG OMG OMG please put this in Day Of The Tenticle was one of the first real PC games I ever played and I loved it so much that I think I played it more than most RPG games ever made other than rimworld ofcourse and if you arnt sure how you could implement this as a creature you could use it as a tentacle hybrid from the cult of chuthu cosmic horrors mod where the tentacle of the star vampire takes on its own sentient life through the genetic rim machines. PLEASE PLEASE PLEASE. Oh I can see it now with adding the voice over from the Day Of The Tentacle game "now its time to TAKE OVER THE WORLD" and you could have two varients like minions does with the normal and evil minions where with the tenticles you could have the purple one with arms and a green one without arms like the game. OH the nostalgia.

BTW why cant my genetic rim animals attack when I mind control them???............Ha ha ha only kidding I read through all 23 pages so I know the answer


P.S. P L E A S E  do not cross breed minions with smurfs omg as it is I'm thinking of taking the smurfs out of my list as hearing multiple "la la laa laa la laaa" every 2 seconds is driving me nuts, I can handle the minions saying hello caus that is amusing although I think they should say bello but anyways that's besides the point.

Also this mod does not caus the game planet to not generate as I have it in my pack and have created several thousand packs for different game styles and I also play with 300+ mod packs, I do have a book here somewhere that I write all my notes down in but my sciatic nerve is being crushed by one of my slipped discs atm so my back and right leg feel like I'm giving birth to a chainsaw atm so when I get over that ill post a list of mods that do cause said planet not generating problem for you, and yes as stated previously giddy-up does prefer all animal mods to be posted before it.

Being on disability pension gives me ALOT of time to play rimworld and experiment with mods now if only I could learn how to code and I could help fix errors and even create mods of my own oh the possibilities.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: zizard on May 16, 2018, 09:41:20 PM
Fun mod that makes yorkies, hares, and chickens, some of the most useful animals for their genes. Perhaps the amount of genetic and pulp products should be scaled to body size. Also bears seem to have a monopoly on drugs!!!
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: cm97878 on June 14, 2018, 09:00:08 AM
Out of curiosity, how safe is this to add mid-playthrough? Unfortunately I yet again loaded a game, spent a good few hours carefully planning out every bit of my base... and then found a few more mods I want to add.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
Post by: Saebbi on June 16, 2018, 09:23:31 PM
Quote from: cm97878 on June 14, 2018, 09:00:08 AM
Out of curiosity, how safe is this to add mid-playthrough? Unfortunately I yet again loaded a game, spent a good few hours carefully planning out every bit of my base... and then found a few more mods I want to add.

Should work without problems.
Title: Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v3.0 (testing)
Post by: SargBjornson on June 18, 2018, 02:20:02 PM
I have created a version of the GeneticRim mod updated for Rimworld's release version, still in development state as of 18/6/18. You can activate this development (unstable) version of the game through Steam, for testing purposes.

Download this version of the mod manually through Github here (https://github.com/juanosarg/GeneticRim-release/releases)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on June 21, 2018, 06:40:46 AM
One of the things I wanted to add in the release version is getting rid of any creature graphics that were a bit too quirky for my tastes, such as the original Boomalopes I drew last year. Here is a sneak peek at the new boomalope hybrids!

(https://i.imgur.com/Cc6Czds.png)(https://i.imgur.com/sk0kzxa.png)(https://i.imgur.com/qN8j6Xe.png)(https://i.imgur.com/faa4GM6.png)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: schwarzrotes on June 22, 2018, 04:53:51 PM
when i use this mod and i visit other fractions on the world map i can not trade, they have no silver
and i can not see what they will buy, the button does nothing
after removing this mod all works fine again
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on June 23, 2018, 02:23:21 AM
With the unstable version? Can't reproduce anyway, so it must be interacting with some other mod!
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: henk on June 23, 2018, 06:21:58 AM
Seems to be conflicting with Rimsenal for some reason. Not sure why, never had such a conflict before and it affects all faction. Error log is here:

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StockGenerator_Animals+<HandlesThingDef>c__AnonStorey2.<>m__0 (System.String tag) [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at System.Collections.Generic.List`1[System.String].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x0000b] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:313
  at System.Collections.Generic.List`1[System.String].FindIndex (System.Predicate`1 match) [0x00006] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:294
  at Verse.GenCollection.Any[String] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenCollection.cs:779
  at RimWorld.StockGenerator_Animals.HandlesThingDef (Verse.ThingDef thingDef) [0x00056] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at RimWorld.TraderKindDef.WillTrade (Verse.ThingDef td) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\TraderKindDef.cs:67
  at RimWorld.Tradeable.get_TraderWillTrade () [0x00011] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\Tradeable\Tradeable.cs:81
  at RimWorld.TransferableUtility.TradeableMatching (Verse.Thing thing, System.Collections.Generic.List`1 tradeables) [0x00035] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\Transferable\TransferableUtility.cs:276
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:146
  at RimWorld.TradeDeal.AddAllTradeables () [0x0007f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:79
  at RimWorld.TradeDeal.Reset () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:60
  at RimWorld.TradeDeal..ctor () [0x0001e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:53
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator, Boolean giftMode) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeSession.cs:36
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader, Boolean giftsOnly) [0x00054] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_Trade.cs:226
  at RimWorld.Planet.CaravanVisitUtility+<TradeCommand>c__AnonStorey0.<>m__0 () [0x0002c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldObject\Caravan\CaravanVisitUtility.cs:52
  at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00216] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:285
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:289)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:134)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:206)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: schwarzrotes on June 23, 2018, 10:02:27 AM
yes the unstable version, i made a new colonie only with core and genetic rim
when i go to world map and select a fraction and try to use the "show what will buy" button nothing happens, not even an error massage
so no other mod involved in this problem
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: ZE on June 24, 2018, 12:40:27 AM
regarding the art on a few animals, i feel its overdone a bit... its hard to find the right balance on rimworld art since its so minimalistic but i think maybe some details should be dropped.  just my opinion

the wolf and the chicken for example

left being what i'd do, just a quick mockup of it anyway

[attachment deleted due to age]
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: schwarzrotes on June 24, 2018, 04:39:21 PM
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StockGenerator_Animals+<HandlesThingDef>c__AnonStorey2.<>m__0 (System.String tag) [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at System.Collections.Generic.List`1[System.String].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x0000b] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:313
  at System.Collections.Generic.List`1[System.String].FindIndex (System.Predicate`1 match) [0x00006] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:294
  at Verse.GenCollection.Any[String] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenCollection.cs:779
  at RimWorld.StockGenerator_Animals.HandlesThingDef (Verse.ThingDef thingDef) [0x00056] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at RimWorld.TraderKindDef.WillTrade (Verse.ThingDef td) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\TraderKindDef.cs:67
  at RimWorld.Dialog_SellableItems.CalculateSellableItems (RimWorld.TraderKindDef trader) [0x00076] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_SellableItems.cs:153
  at RimWorld.Dialog_SellableItems..ctor (RimWorld.TraderKindDef trader) [0x0004d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_SellableItems.cs:39
  at RimWorld.Planet.Settlement+<GetGizmos>c__Iterator0.<>m__0 () [0x00010] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldObject\Settlement\Settlement.cs:124
  at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00216] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:285
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:289)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:134)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:206)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)

i redownloaded the mod and they have silver now but the worlbutton to see what they buy will throw this error
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on June 24, 2018, 05:15:53 PM
Quote from: schwarzrotes on June 24, 2018, 04:39:21 PM
i redownloaded the mod and they have silver now but the worlbutton to see what they buy will throw this error

I have uploaded a version to https://github.com/juanosarg/GeneticRim-release/releases/tag/v3.02 . Please try with this one, since I can't seem to duplicate the error :( I removed the traders buying animals for now to see if that is it

Quote from: henk on June 23, 2018, 06:21:58 AM
Seems to be conflicting with Rimsenal for some reason. Not sure why, never had such a conflict before and it affects all faction. Error log is here:

I think tackling mod compatibility is on low priority until release of Rimworld itself! Thanks for the logs, though, they will be useful in the future!

Quote from: ZE on June 24, 2018, 12:40:27 AM
regarding the art on a few animals, i feel its overdone a bit... its hard to find the right balance on rimworld art since its so minimalistic but i think maybe some details should be dropped.  just my opinion

The original graphics of the Wolfchicken were exactly like that, just whiter (it is still in the mod files as "legacy"). I gradually changed them to the ones that are present now, since I like them much more.
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: Canute on June 25, 2018, 03:15:09 AM
schwarzrotes,
a complete errorlog could be useful too.
If you got hugslib installed press CTRL-F12 or attach the output_log.txt to your reply.
Since Sarg don't got this error with his mod alone, it should be a conflict with another mod, so these error log could be more helpful.
Don't forget to include your modlist if you just attach the output_log.txt.
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: schwarzrotes on June 25, 2018, 08:15:27 AM
i downloaded v3.02, same problem

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StockGenerator_Animals+<HandlesThingDef>c__AnonStorey2.<>m__0 (System.String tag) [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at System.Collections.Generic.List`1[System.String].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x0000b] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:313
  at System.Collections.Generic.List`1[System.String].FindIndex (System.Predicate`1 match) [0x00006] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:294
  at Verse.GenCollection.Any[String] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenCollection.cs:779
  at RimWorld.StockGenerator_Animals.HandlesThingDef (Verse.ThingDef thingDef) [0x00056] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:263
  at RimWorld.TraderKindDef.WillTrade (Verse.ThingDef td) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\TraderKindDef.cs:67
  at RimWorld.Dialog_SellableItems.CalculateSellableItems (RimWorld.TraderKindDef trader) [0x00076] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_SellableItems.cs:153
  at RimWorld.Dialog_SellableItems..ctor (RimWorld.TraderKindDef trader) [0x0004d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_SellableItems.cs:39
  at RimWorld.Planet.Settlement+<GetGizmos>c__Iterator0.<>m__0 () [0x00010] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldObject\Settlement\Settlement.cs:124
  at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00216] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:285
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:289)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:134)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:206)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)

output log: https://git.io/f49iG

my mods
<li>Core</li>
         <li>HugsLib</li>
         <li>Terra Core/Framework</li>
         <li>Golgafrinchans</li>
         <li>GeneticRim Release Version</li>
         <li>They're still Clever</li>
         <li>The Birds and the Bees</li>
         <li>A Dog Said...</li>
         <li>[Ling]Cooler1.0</li>
         <li>Numbers</li>
         <li>Dubs Rimkit - v1 DEV</li>
         <li>Dubs Bad Hygiene - v1 - test</li>
         <li>Dubs Skylights - DEV</li>
         <li>Fluffy Breakdowns</li>
         <li>[FSF] No Bionics Uneasiness</li>
         <li>[FSF] Vanilla Bionics Expansion</li>
         <li>No Forced Slowdown</li>
         <li>[FSF] Encounter Map Resources</li>
         <li>[XND] TE Turret Expansion</li>
         <li>[XND] Turret Extensions</li>
         <li>Buildable Terrain v1</li>
         <li>Additional Lights 1.0</li>
         <li>Simple Steel Bridges</li>
         <li>Medical Training</li>
         <li>Invisible Conduits</li>
         <li>Work Tab</li>


and mods
<li>Core</li>
         <li>HugsLib</li>
         <li>GeneticRim Release Version</li>

output log: https://git.io/f49Pa

[attachment deleted due to age]
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: Sahjin on July 30, 2018, 04:25:03 PM
I'm having trouble using the muffalochicken milk in recipes or figuring out how to convert it to regular milk. Thanks!
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 10, 2018, 05:35:38 AM
Quote from: schwarzrotes on June 25, 2018, 08:15:27 AM
i downloaded v3.02, same problem

I think I finally managed to fix this! Try 3.03, on GitHub

Quote from: Sahjin on July 30, 2018, 04:25:03 PM
I'm having trouble using the muffalochicken milk in recipes or figuring out how to convert it to regular milk. Thanks!

Stoves should have a recipe to turn weird milks into regular milk if needed.
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 10, 2018, 05:39:48 AM
I have just uploaded a new test version for the unstable branch, you can download it at https://github.com/juanosarg/GeneticRim-release/releases as always!

The major change is that all hybrids now have a proper skeleton, that's why I decided to update now, since it was a LOT of work :)

(https://i.imgur.com/84zaEHK.png)(https://i.imgur.com/uh8P30L.png)(https://i.imgur.com/0va0ydi.png)(https://i.imgur.com/nVbdmME.png)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: NeoSono on August 10, 2018, 09:55:36 AM
Im so glad you updated and the mod works again. No more errors when loading for me now. already started with hybrids :D. awesome mod, thanks for your work on it :)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 10, 2018, 10:36:38 AM
Quote from: NeoSono on August 10, 2018, 09:55:36 AM
Im so glad you updated and the mod works again. No more errors when loading for me now. already started with hybrids :D. awesome mod, thanks for your work on it :)

If you see anything going weird let me know!
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: TOWC on August 11, 2018, 01:30:39 PM
Damn, I really wish installing the Thrumbo horn wouldn't technically remove the whole freaking head.
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: MegaDeth on August 14, 2018, 02:49:28 PM
No longer works with A Dog Said :| version 19
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 15, 2018, 07:45:03 AM
Quote from: MegaDeth on August 14, 2018, 02:49:28 PM
No longer works with A Dog Said :| version 19

No, that's on purpose! I won't do mod compatibility till release
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: MegaDeth on August 15, 2018, 02:13:19 PM
Quote from: SargBjornson on August 15, 2018, 07:45:03 AM
No, that's on purpose! I won't do mod compatibility till release

So, basically, you're abandoning it for half a year ? Why ?
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: Canute on August 15, 2018, 03:37:21 PM
Quote from: MegaDeth on August 15, 2018, 02:13:19 PM
Quote from: SargBjornson on August 15, 2018, 07:45:03 AM
No, that's on purpose! I won't do mod compatibility till release

So, basically, you're abandoning it for half a year ? Why ?
So, basically you have never develop an own mod ? Why ? :-)
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 16, 2018, 02:15:16 AM
Yep, it's absurd to do cross-mod integration on a constantly changing development build. If that's abandoning the mod...
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: SargBjornson on August 16, 2018, 02:17:25 AM
On the other hand, it is a pain to always be worried about what A Dog Said does or doesn't, so I'm considering adding my own line of "hybrid only" implants. This would add an use for the already existing implants and the Tissue Growing Vat crafting station.
Title: Re: [1.0 unstable] Genetic Rim - Combine your animals to create new hybrids - v3.0
Post by: TOWC on August 16, 2018, 05:46:08 AM
I just made my own ADS patch for some hybrids, so far works perfect. Come on guys, there's an instruction for all of this on the spoon's mod page.
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.04
Post by: SargBjornson on August 29, 2018, 12:23:56 PM
Genetic Rim is ready for B19! You can download it on Steam or Github as always.

Eldritch and Dinosaur patches are being worked on. Also, I need Modcheck to be ready to add A Dog Said compatibility
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.1
Post by: SargBjornson on August 30, 2018, 12:49:36 PM
I had been toying with the idea for a while, and now it's done: the Growth Vat can be used to create either animal or human implants. Using different animal genes, you can create implants such as Thrumbo Legs, or Chitinous Hearts, and turn your scientific aberrations into even more bizarre creatures. By using humanoid genes, you can mix them with animal genes and create several hybrid implants to improve your colonists (this last part is the same as before).

This means you no longer need A Dog Said, since the mod includes its own fluffy implants!

Also, colonists can now be milked with the muffalo mammaries implant. Yuck. Thank Telavus

[attachment deleted due to age]
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.101
Post by: SargBjornson on August 31, 2018, 12:21:13 PM
Added a few new things: special ability for eldritch hybrids using the Animal Control research. The Boombeetles ranged attacks work again! Also some light bugfixing.


Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.101
Post by: Kriyppler on September 04, 2018, 12:49:46 PM
I want to make a thrumbo warg and turn it into a cyborg with implants so my lone rich survivor whos a psychopath and a transhumanist addicted to impaltns and being a cyborg can ride around on thrumbo warg cyborg and shooting enemies. does it work with giddy-up and a dog once said? thanks
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.101
Post by: SargBjornson on September 04, 2018, 01:12:07 PM
All mods work with Giddy-Up :) It's super nice in that way. As for A Dog Said, Genetic Rim now includes it's own class of hybrid implants. They are not exactly like the implants at A Dog Said, some are better, and some are worse!
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.2
Post by: SargBjornson on September 13, 2018, 12:50:52 PM
(https://i.imgur.com/C7VTp0L.png)

Ok, so, are you guys ready to play with Mechanoid Hybrids??? Because some of them are beyond awesome. All mechanoid hybrids are ranged, and some are very fun to play with :)

Here is the whole changelog for version 3.2:

    Added Mechanoid hybrids. 9 new creatures added to the mod
    Added 9 new animal weapons, since all mechanoid hybrids are ranged
    New research "advanced mechanite bio-integration" added to the mod
    Added new animal control ability for mechanoid hybrids
    Many new implants for hybrids, some of them using tier 3 mechanoid genes
    FIX: Made implants sellable only so they are not being sold by merchants
    FIX: Mad Scientist orbital merchant should be working again
    FIX: You can now install ovipositors and muffalo mammaries on prisoners
    FIX: Implants now correctly install on missing limbs and organs

Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on September 16, 2018, 04:07:02 PM
Re-added patches for A Dog Said and Animal Collab Project. This means you can now implant your hybrid creatures with a ton of weird things, from both a Dog Said and the implants I added to Genetic Rim :)

The potential for cheesiness is... exquisite
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Urubaen on September 25, 2018, 02:44:18 PM
him i have a issue with some of the new mecha hybrid, i have this error every time i try to train my mech hybrid resulting that they go wild ...
Only one of the fex i have had a complete training
I have this issue with the mechaturtle, the mechaspider, the mechawolf, the mechathrumbo and the mechabear, don't know for the other, i'm just sure that the mechamuffalo is okay since he is fully train.

JobDriver threw exception in initAction for pawn Seb driver=JobDriver_Train (toilIndex=8) driver.job=(Train (Job_9492900) A=Thing_GR_Mechawolf1171756) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JobDriver_InteractAnimal.RequiredNutritionPerFeed (Verse.Pawn animal) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_InteractAnimal+<FeedToils>c__Iterator1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on September 25, 2018, 02:48:07 PM
You are using the gitHub version, right? There is an update fixing that :)
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Urubaen on September 26, 2018, 07:23:15 AM
yes i was using the github version and with the last update the bug is solved, thanks ^^
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Oldcheese on October 03, 2018, 05:41:46 PM
I'm not entirely sure if this has been posted before.

- Are megasloths not vanilla creatures? There's no option to harvest them.
- How can I know what vial of genes is what? If I harvest murine/rodent serum from two different animals they seem to go on the same stack? Will it just give me a random rodent? I noticed it gave me a wolfbeaver.
- Will there ever be options to breed alpha insects, or did you choose not to because they're natural animals?

Also, if I 'modify' my pawns, will people be disgusted/hate them or will they find it negative? Does it work the way you'd expect with transhumanist?

Sorry for all the questions!


Is there any wiki/documentation on this mod? the descriptions don't say very much oftentimes. I'd love to know beforehand if the creatures are breedable or not.
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: just_a_random on October 04, 2018, 12:06:34 PM
Quote from: Oldcheese on October 03, 2018, 05:41:46 PM
I'm not entirely sure if this has been posted before.

- Are megasloths not vanilla creatures? There's no option to harvest them.
- How can I know what vial of genes is what? If I harvest murine/rodent serum from two different animals they seem to go on the same stack? Will it just give me a random rodent? I noticed it gave me a wolfbeaver.
- Will there ever be options to breed alpha insects, or did you choose not to because they're natural animals?

Also, if I 'modify' my pawns, will people be disgusted/hate them or will they find it negative? Does it work the way you'd expect with transhumanist?

Sorry for all the questions!


Is there any wiki/documentation on this mod? the descriptions don't say very much oftentimes. I'd love to know beforehand if the creatures are breedable or not.
1 megasloths are indeed vanilla creatures but they are not from a "family of animals" used by the mod to create hybrids
2 genes of all similar animals are the same thowards hybrid creation, so all rodents result in the same rodent and all canines result in wolf-like creatures
3 cant answer that but would like to know too
modifications do not give any kind of social impact modificator(except those who improve or perjudice talking) this is true for all pawn modifications by all mods(unless specified otherwise)
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 04, 2018, 01:17:08 PM
I just haven't done alpha insects :)

Regarding a wiki: Not knowing exactly what each hybrid is strong at is part of the fun of the mod! I obviously know all the combinations, and it's not very fun to use for me, since you tend to only mix the most useful hybrids
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: xion1088 on October 05, 2018, 07:14:03 PM
What's the difference between an normal animal and its alpha version? Like an alpha chicken produces more eggs than a normal one?
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 06, 2018, 02:01:35 AM
Yeah!
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: xion1088 on October 06, 2018, 09:50:08 PM
Can you take a simple request? Can you make eggs and milk produced by prisoners available to be hauled? If a prisoner lays an egg it can't hauled to another place because it counts as prisoner food and it's reserved for them.
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 07, 2018, 02:15:36 AM
Oh, wow... Right... I'll change that as I update to 1.0!
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Oldcheese on October 07, 2018, 08:55:05 AM
I feel like 'worse' animals should be able to give something back. Like how chickens give you eggs. If you make a mecha chicken over a mecha bear you'll get something. The 'OP' mechs wouldn't give parts and a mecha rat would 'scavenge' advanced every 5 days or something like that.

That would definitely solve weaker animals not being used. Especially Mecha's vs Insects right now. For battle I see 0 reason not to just take Mecha bears over other animals except maybe Mecha cougars for speed. Maybe if part generation was only for 'producing' animals rather than all mechs.


Anyway. I really love this mod. Good job on maintaining it!
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Ncates1234 on October 08, 2018, 01:26:05 PM
Were there any changes to meat and furs? Or maybe it is compatible with "Meaty bits & Eggcetera" mod?
Main reason I didn't like this mod before were because of millions of fur and meat variations taking up trader menu's...
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 08, 2018, 01:52:46 PM
ALL hybrids have (swapping Boomalope for one of the parent vanilla animals):

  <useLeatherFrom>Boomalope</useLeatherFrom>
      <useMeatFrom>Boomalope</useMeatFrom>


And... they always have...
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: xion1088 on October 08, 2018, 03:17:23 PM
By the way can you make the thing I suggested a separated mod? Just in case people don't want to install GeneticRim, or am I asking to much?  :-\
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 08, 2018, 03:23:24 PM
I'm dense today XD What was it?
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: xion1088 on October 08, 2018, 03:57:33 PM
Allow eggs, milk and other raw food from being hauled out of prisons.
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: SargBjornson on October 09, 2018, 01:10:11 AM
Oh right! I took a look at it, and I'm not sure it can be easily done, but I'll keep trying. 1.0 is around the corner, so an update should follow soon
Title: Re: [B19] Genetic Rim - Combine your animals to create new hybrids - v3.203
Post by: Ncates1234 on October 09, 2018, 10:10:02 AM
Quote from: SargBjornson on October 08, 2018, 01:52:46 PM
ALL hybrids have (swapping Boomalope for one of the parent vanilla animals):

  <useLeatherFrom>Boomalope</useLeatherFrom>
      <useMeatFrom>Boomalope</useMeatFrom>


And... they always have...
Hm... Could've sworn back in A15-16 (or maybe even 17, been along time...) I had removed this because of the meat and fur clutter...
Guess I'll give it a try again.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: SargBjornson on October 15, 2018, 09:53:05 AM
The mod has been updated on GitHub for 1.0. The B19 version will still be the main one on Steam until this Wednesday, when I'll change it to the new one.

    Updated to Rimworld Release version
    Reduced a bit the amount of Components produced by mechanoid hybrids
    Added the possibility to add genetic implants to vanilla creatures
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: SargBjornson on October 17, 2018, 01:19:32 PM
Updated on Steam too :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: ptx on October 19, 2018, 04:52:13 PM
IMO, age pill is currently like a magic pill. Take one and it advances the animal's age. But aging the animal also increases its bodysize & mass. Without the age pill, it would take tons of food to get an adult thrumffalo, with the age pill, it costs just the age pill's easy ingredients. Why not make age pill increases hunger rate? Like the gut worm disease. The animal would still needs a lot of food to increase it's size, it's just a faster way, and possibility of death due to malnutrition.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: SargBjornson on October 20, 2018, 03:10:24 PM
Quote from: ptx on October 19, 2018, 04:52:13 PM
IMO, age pill is currently like a magic pill. Take one and it advances the animal's age. But aging the animal also increases its bodysize & mass. Without the age pill, it would take tons of food to get an adult thrumffalo, with the age pill, it costs just the age pill's easy ingredients. Why not make age pill increases hunger rate? Like the gut worm disease. The animal would still needs a lot of food to increase it's size, it's just a faster way, and possibility of death due to malnutrition.

Actually, I agree, age pills suck. I don't like them, and only added them because it was a common request, but I don't use them at all in my playthroughs. If a thrumbo takes 4 years to grow, that's it. Age pills are almost cheating XD
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: SargBjornson on October 24, 2018, 01:05:02 PM
Uh, yeah, they should. The recipe includes Mega Scarab corpses
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: MexiHaro on October 24, 2018, 01:12:48 PM
 :-X Whoops. Sorry i hadnt noticed the damned things were forbidden the whole time!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: Morberis on November 12, 2018, 10:41:28 PM
Gotta say, love the mod.

Edit: Fixed. I needed to install the Dinosauria A Dog said patch. Neither the auto-patcher and the built in patch didn't work....

I am having a weird issue though. I have EPOE, A Dog Said, Genetic rim, Dinosauria, Dinosauria patch in that load order. I can't seem to install my Genetic Rim implants in my dinosaurs. The implants appear correctly for my vanilla creatures but not for anything else. My full mod order is actually very large....

QuoteHugsLib | http://steamcommunity.com/sharedfiles/filedetails/?id=818773962
JecsTools | http://steamcommunity.com/sharedfiles/filedetails/?id=932008009
EdB Prepare Carefully | http://steamcommunity.com/sharedfiles/filedetails/?id=735106432
[1.0] Modlist | http://steamcommunity.com/sharedfiles/filedetails/?id=1545126946
Animals Logic | http://steamcommunity.com/sharedfiles/filedetails/?id=1098354593
[KV] Trading Spot - 1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658
Humanoid Alien Races 2.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=839005762
RuntimeGC | http://steamcommunity.com/sharedfiles/filedetails/?id=962732083
Psychology | http://steamcommunity.com/sharedfiles/filedetails/?id=1552507180
Run and Hide | http://steamcommunity.com/sharedfiles/filedetails/?id=1552457762
Expanded Prosthetics and Organ Engineering | http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
A Dog Said... Animal Prosthetics | http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Roof Support 1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1553179450
Unroof the Hay! [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1433455150
Pharmacist | http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
Thrumbo Extension | http://steamcommunity.com/sharedfiles/filedetails/?id=859466666
Giddy-up! Core | http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901
Sometimes Raids Go Wrong | http://steamcommunity.com/sharedfiles/filedetails/?id=1551336515
Mod Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
Simple sidearms | http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
SF [v1.0] Rain Removes All Filth | http://steamcommunity.com/sharedfiles/filedetails/?id=1502875716
While You're Up [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1544626521
Map Reroll | http://steamcommunity.com/sharedfiles/filedetails/?id=761315214
Invisible Roof Support | http://steamcommunity.com/sharedfiles/filedetails/?id=1527899965
Veinminer R1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1541978411
[1.0] Mass Graves | http://steamcommunity.com/sharedfiles/filedetails/?id=1542386771
[RF] Advanced Bridges [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1539309348
[sd] medicaddons | http://steamcommunity.com/sharedfiles/filedetails/?id=786233894
[RF] Fishing [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1539311991
More Slaves [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1541360626
Reasonable Components V1 | http://steamcommunity.com/sharedfiles/filedetails/?id=1542915888
[1.0] Dire Raids | http://steamcommunity.com/sharedfiles/filedetails/?id=1542379675
[RF] Tribal Pawn Names [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1539314168
[T] MoreFloors | http://steamcommunity.com/sharedfiles/filedetails/?id=1543561093
More Harvest Designators! | http://steamcommunity.com/sharedfiles/filedetails/?id=1541250497
Field Medic [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1541287769
[RF] Rainbeau Flambe - Storyteller [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1539313434
More Furniture [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1544944259
Where's the gravel? - Grayscale Edition | http://steamcommunity.com/sharedfiles/filedetails/?id=1541282175
[1.0] Terrain Zone Selections | http://steamcommunity.com/sharedfiles/filedetails/?id=1542393171
Alpha Animals | http://steamcommunity.com/sharedfiles/filedetails/?id=1541721856
[1.0] Medical IV's | http://steamcommunity.com/sharedfiles/filedetails/?id=1424438685
Carcinoma spreads | http://steamcommunity.com/sharedfiles/filedetails/?id=1206669918
Storyteller Enhanced | http://steamcommunity.com/sharedfiles/filedetails/?id=1416695246
Room Sense | http://steamcommunity.com/sharedfiles/filedetails/?id=1355637255
RimHUD | http://steamcommunity.com/sharedfiles/filedetails/?id=1508850027
Simple Stockpile Presets | http://steamcommunity.com/sharedfiles/filedetails/?id=1428628928
Export Agency | http://steamcommunity.com/sharedfiles/filedetails/?id=1467209473
Smart Speed | http://steamcommunity.com/sharedfiles/filedetails/?id=1504723424
[1.0] Baby muffalo is Muffalump | http://steamcommunity.com/sharedfiles/filedetails/?id=1499253609
More Vanilla Turrets [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1478936958
[XND] Turret Extensions | http://steamcommunity.com/sharedfiles/filedetails/?id=1496122245
More Vanilla Turrets - Turret Extensions Patch | http://steamcommunity.com/sharedfiles/filedetails/?id=1516356320
Genetic Rim | http://steamcommunity.com/sharedfiles/filedetails/?id=1113137502
Dinosauria | http://steamcommunity.com/sharedfiles/filedetails/?id=1136958577
Megafauna | http://steamcommunity.com/sharedfiles/filedetails/?id=1055485938
Pack Mules Extended | http://steamcommunity.com/sharedfiles/filedetails/?id=1501052499
Call of Cthulhu - Cosmic Horrors | http://steamcommunity.com/sharedfiles/filedetails/?id=765890823
Pack Mules Extended - Dinosauria | http://steamcommunity.com/sharedfiles/filedetails/?id=1503795254
GeneticRim Dinosauria Patch | http://steamcommunity.com/sharedfiles/filedetails/?id=1257032899
GeneticRim Cosmic Horrors Patch | http://steamcommunity.com/sharedfiles/filedetails/?id=1138962461
NightVision | http://steamcommunity.com/sharedfiles/filedetails/?id=1464989530
Expanded Woodworking | http://steamcommunity.com/sharedfiles/filedetails/?id=1082915328
VGP Vegetable Garden | http://steamcommunity.com/sharedfiles/filedetails/?id=1185265132
VGP Garden Fabrics | http://steamcommunity.com/sharedfiles/filedetails/?id=1185269798
VGP Xtra Trees and Flowers | http://steamcommunity.com/sharedfiles/filedetails/?id=1185281838
VGP Garden Tools | http://steamcommunity.com/sharedfiles/filedetails/?id=1185307686
VGP Garden Drinks | http://steamcommunity.com/sharedfiles/filedetails/?id=1188485723
VGP More Veggies | http://steamcommunity.com/sharedfiles/filedetails/?id=1192504741
VGP Garden Gourmet | http://steamcommunity.com/sharedfiles/filedetails/?id=1185906628
VGP Garden Canning | http://steamcommunity.com/sharedfiles/filedetails/?id=1496570408
Call of Cthulhu - Elder Things | http://steamcommunity.com/sharedfiles/filedetails/?id=882126182
Call of Cthulhu - Factions | http://steamcommunity.com/sharedfiles/filedetails/?id=764375772
Call of Cthulhu - Cults | http://steamcommunity.com/sharedfiles/filedetails/?id=815039373
H.P. Lovecraft Storyteller - Remastered | http://steamcommunity.com/sharedfiles/filedetails/?id=944669553
ED-Embrasures | http://steamcommunity.com/sharedfiles/filedetails/?id=722085442
[KV] RimFridge - 1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
Slave Outfits [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=1522429439
ItemListSelector | http://steamcommunity.com/sharedfiles/filedetails/?id=1522414793
Doors Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
RimWriter - Books, Scrolls, Tablets, and Libraries | http://steamcommunity.com/sharedfiles/filedetails/?id=1521844535
RimHair Styles Merged | http://steamcommunity.com/sharedfiles/filedetails/?id=1522415164
Star Wars Animal Collection | http://steamcommunity.com/sharedfiles/filedetails/?id=1342364585
Camping Stuff | http://steamcommunity.com/sharedfiles/filedetails/?id=1523058989
The Birds and the Bees | http://steamcommunity.com/sharedfiles/filedetails/?id=751049133
[CP] Portable Power Generator (1.0) | http://steamcommunity.com/sharedfiles/filedetails/?id=1503021320
Chickens Efficient Light | http://steamcommunity.com/sharedfiles/filedetails/?id=1498059716
[FSF] Rain Washes Away Filth | http://steamcommunity.com/sharedfiles/filedetails/?id=1508341791
Questionable Ethics | http://steamcommunity.com/sharedfiles/filedetails/?id=1541064151
Rimefeller | http://steamcommunity.com/sharedfiles/filedetails/?id=1321849735
Quarry | http://steamcommunity.com/sharedfiles/filedetails/?id=1543177113
Door Mat R1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1505423207
Better Pawn Control | http://steamcommunity.com/sharedfiles/filedetails/?id=1541460369
Animal Variety Coats | http://steamcommunity.com/sharedfiles/filedetails/?id=1511926373
[XND] AutoOwl | http://steamcommunity.com/sharedfiles/filedetails/?id=1546370684
Medical Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=715565817
Colony Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=715565262
Allow Tool | http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
Blueprints | http://steamcommunity.com/sharedfiles/filedetails/?id=708455313
Relations Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=709317151
RT Fuse | http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
Glitter Tech (No Surgery) | http://steamcommunity.com/sharedfiles/filedetails/?id=725657237
Hospitality | http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
Mechanoids Extraordinaire | http://steamcommunity.com/sharedfiles/filedetails/?id=1106719215
Faction Discovery | http://steamcommunity.com/sharedfiles/filedetails/?id=751841890
QualityBuilder | http://steamcommunity.com/sharedfiles/filedetails/?id=754637870
Misc. Training | http://steamcommunity.com/sharedfiles/filedetails/?id=717575199
Apparello 2 | http://steamcommunity.com/sharedfiles/filedetails/?id=728381322
MiningCo. MiningHelmet | http://steamcommunity.com/sharedfiles/filedetails/?id=755227567
Industrial Rollers | http://steamcommunity.com/sharedfiles/filedetails/?id=784327493
FashionRIMsta | http://steamcommunity.com/sharedfiles/filedetails/?id=745193823
Conduit Deconstruct | http://steamcommunity.com/sharedfiles/filedetails/?id=838336462
Realistic Rooms | http://steamcommunity.com/sharedfiles/filedetails/?id=848972794
Call of Cthulhu - Straitjackets | http://steamcommunity.com/sharedfiles/filedetails/?id=824831260
RT Power Switch | http://steamcommunity.com/sharedfiles/filedetails/?id=728314859
Greyer morals mod. | http://steamcommunity.com/sharedfiles/filedetails/?id=864631239
Star Wars - Fully Functional Lightsabers | http://steamcommunity.com/sharedfiles/filedetails/?id=918200645
Star Wars - Factions | http://steamcommunity.com/sharedfiles/filedetails/?id=918227266
Star Wars - The Force | http://steamcommunity.com/sharedfiles/filedetails/?id=918226861
ResearchPal | http://steamcommunity.com/sharedfiles/filedetails/?id=946390822
Heat Map | http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
Therapy | http://steamcommunity.com/sharedfiles/filedetails/?id=1076950211
More Sculpture | http://steamcommunity.com/sharedfiles/filedetails/?id=1090380793
Centralized Climate Control | http://steamcommunity.com/sharedfiles/filedetails/?id=973091113
Prepare Landing | http://steamcommunity.com/sharedfiles/filedetails/?id=1095331978
MiningCo. Projector | http://steamcommunity.com/sharedfiles/filedetails/?id=955561873
Misc. Weapon Repair | http://steamcommunity.com/sharedfiles/filedetails/?id=932102953
Animated Marshes [1.0] | http://steamcommunity.com/sharedfiles/filedetails/?id=932410459
Rimatomics | http://steamcommunity.com/sharedfiles/filedetails/?id=1127530465
Dubs Skylights | http://steamcommunity.com/sharedfiles/filedetails/?id=833899765
[1.0] Neutral Concrete Floors | http://steamcommunity.com/sharedfiles/filedetails/?id=1155115320
[FSF] Complex Jobs | http://steamcommunity.com/sharedfiles/filedetails/?id=1157350972
[FSF] Efficient Utilities | http://steamcommunity.com/sharedfiles/filedetails/?id=951619111
[FSF] Simply Soil | http://steamcommunity.com/sharedfiles/filedetails/?id=925664789
Smokeleaf Industry | http://steamcommunity.com/sharedfiles/filedetails/?id=1140051385
Expanded Woodworking for Vegetable Garden Project | http://steamcommunity.com/sharedfiles/filedetails/?id=1083959631
Work Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Progress Renderer | http://steamcommunity.com/sharedfiles/filedetails/?id=1438693028
Labels on Floor | http://steamcommunity.com/sharedfiles/filedetails/?id=1408863965
[SYR] Prosthetic Icons | http://steamcommunity.com/sharedfiles/filedetails/?id=1458250450
[SYR] Harvest Yield Patch | http://steamcommunity.com/sharedfiles/filedetails/?id=1461790308
[SYR] Prosthetic Table | http://steamcommunity.com/sharedfiles/filedetails/?id=1473332565
[SYR] Neuter | http://steamcommunity.com/sharedfiles/filedetails/?id=1501449584
[B19] Farmable Neutroamine | http://steamcommunity.com/sharedfiles/filedetails/?id=1283484513
[SYR] Set Up Camp | http://steamcommunity.com/sharedfiles/filedetails/?id=1470065926
What the hack?! | http://steamcommunity.com/sharedfiles/filedetails/?id=1505914869
Wall Light | http://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
Numbers | http://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
More Faction Interaction | http://steamcommunity.com/sharedfiles/filedetails/?id=1454024362
Giddy-up! Ride and Roll | http://steamcommunity.com/sharedfiles/filedetails/?id=1331961995
Giddy-up! Battle Mounts | http://steamcommunity.com/sharedfiles/filedetails/?id=1217001091
Giddy-up! Caravan | http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478
[KV] More Trait Slots - 1.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=1508292711
Color Coded Mood Bar | http://steamcommunity.com/sharedfiles/filedetails/?id=1501832876
Sparkling Worlds - Full Mod | http://steamcommunity.com/sharedfiles/filedetails/?id=1123043922
LBE's A Dog Said Easy Patcher | http://steamcommunity.com/sharedfiles/filedetails/?id=944381237
[SYR] Glowing Healroot | http://steamcommunity.com/sharedfiles/filedetails/?id=1517921835
Herd Migration Revival | http://steamcommunity.com/sharedfiles/filedetails/?id=1517406823
[1.0]-LinkableDoors | http://steamcommunity.com/sharedfiles/filedetails/?id=1498129268
Tables+ | http://steamcommunity.com/sharedfiles/filedetails/?id=963265186
Interaction Bubbles | http://steamcommunity.com/sharedfiles/filedetails/?id=1516158345
Giddy-up! Mechanoids | http://steamcommunity.com/sharedfiles/filedetails/?id=1518932357
OgreStack | http://steamcommunity.com/sharedfiles/filedetails/?id=1447140290
Rim of Madness - Werewolves | http://steamcommunity.com/sharedfiles/filedetails/?id=1115882219
Rim of Madness - Vampires | http://steamcommunity.com/sharedfiles/filedetails/?id=1187010034
Rim of Madness - Arachnophobia | http://steamcommunity.com/sharedfiles/filedetails/?id=950475543
Industrial Age - Objects and Furniture | http://steamcommunity.com/sharedfiles/filedetails/?id=777197241
[1.0] Polyamory Beds (Vanilla Edition) | http://steamcommunity.com/sharedfiles/filedetails/?id=1543694909
Yorkshire Terrors | http://steamcommunity.com/sharedfiles/filedetails/?id=1556099860
[1.0] Sandy's Detailed RPG Inventory | http://steamcommunity.com/sharedfiles/filedetails/?id=1561221991
[1.0] RePower | http://steamcommunity.com/sharedfiles/filedetails/?id=1503118650
Mechanoid Turrets | http://steamcommunity.com/sharedfiles/filedetails/?id=1409343589
Stockpile Ranking | http://steamcommunity.com/sharedfiles/filedetails/?id=1558464886
[B19] Polyamory Beds (Medic Addons Patch) | http://steamcommunity.com/sharedfiles/filedetails/?id=1521341010

Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.0
Post by: SargBjornson on November 13, 2018, 01:30:29 AM
Well, I never added the implants to dinosaurs, only to hybrids, so I guess that's Spincrus' doing ;)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: SargBjornson on November 15, 2018, 09:35:46 AM


v4.03:

    Removed all exotic wools from hybrids from the trader lists. This should avoid "Thrumbear wool T-shirts" appearing in you neighbouring stone age tribes' vendors
    Added a different category for Hybrid and Alpha corpses, so they don't clutter the list of vanilla corpses in stockpiles and recipes. This corpse category is enabled by default in the butchery recipe
    Added compatibility for gene extraction for several mods: Alpha Animals, Mechanoids Extraordinaire, More Mechanoids and Polarisbloc - Mechenemy
    Foxes are canids. You can now extract wolf genes from all three types of foxes
    Fixed a typo where wolfscarab puppies were just called timber wolf puppies

Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: xion1088 on November 15, 2018, 06:00:15 PM
Muffalo mammaries implants only give 1 milk, is it intended or a bug?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: SargBjornson on November 16, 2018, 02:02:44 AM
Intended! It is a joke item, mostly ;)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: xion1088 on November 16, 2018, 10:37:57 AM
I don't like that joke :(  :'(
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: temple_wing on November 17, 2018, 10:58:04 PM
Genetic Rim has a patch for Alpha Animal, and Alpha Animal has a patch for Genetic Rim, so, Which one should I load first?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: Giraffe on November 18, 2018, 12:29:25 AM
I think this mod would benefit from having 2 or 3 'workstation' type buildings instead of the 6 or 7 it has.

Could move some tasks to the drug table and simplify the genetic material creation by having the recipe use meat instead of corpses; making things like the spiders from Alpha Animals or the Arthropleura from Megafauna both able to be used in the creation of Insectiod DNA.

Very cool mod though and I appreciate your work. Maybe you could work the old Consumables and Mutagens mod in https://ludeon.com/forums/index.php?topic=33284 (https://ludeon.com/forums/index.php?topic=33284) since as far as I've seen its been abandoned, or just take some inspiration from it.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: SargBjornson on November 18, 2018, 02:20:57 AM
Quote from: temple_wing on November 17, 2018, 10:58:04 PM
Genetic Rim has a patch for Alpha Animal, and Alpha Animal has a patch for Genetic Rim, so, Which one should I load first?

Uhmmm, no? Genetic Rim will just use some animals from Alpha Animals as gene sources. That's it. Load order shouldn't matter at all!

Quote from: Giraffe on November 18, 2018, 12:29:25 AM
I think this mod would benefit from having 2 or 3 'workstation' type buildings instead of the 6 or 7 it has.

No, no, I want several machines. Building a huge lab is fun!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: Grabarz on November 18, 2018, 07:23:32 AM
Quote from: Giraffe on November 18, 2018, 12:29:25 AM
I think this mod would benefit from having 2 or 3 'workstation' type buildings instead of the 6 or 7 it has.

No, no, I want several machines. Building a huge lab is fun!
[/quote]

Please at least make them smaller - those machines needs to be minimalized we love this mod, however each time i have to sacrifice 2-3 large rooms to put all those equipment :S
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: Oldcheese on November 19, 2018, 07:02:25 PM
Heya.

I was wondering about combat, can one pawn have multiple mecha-spiders shooting, for example? Or can every pawn only 'control' one mecha as a weapons platform?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: leestriter on November 19, 2018, 09:53:50 PM
Any chance of adding compatibility for the dinosaurs or equipment in JurassicRim?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: SargBjornson on December 03, 2018, 12:53:08 PM
This is next, guys :) Megafauna patch!

(https://i.imgur.com/NhNWn46.png)(https://i.imgur.com/ijgykoE.png)(https://i.imgur.com/l502TR0.png)(https://i.imgur.com/DC4z1in.png)(https://i.imgur.com/1vbprlx.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: NoCanDo on December 03, 2018, 05:45:47 PM
Neat!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: SargBjornson on December 04, 2018, 06:00:21 AM
This is now officially the most ridiculous thing I've ever drawn

(https://i.imgur.com/H4KBDP8.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: crusader2010 on December 04, 2018, 09:00:25 AM
Quote from: SargBjornson on December 04, 2018, 06:00:21 AM
This is now officially the most ridiculous thing I've ever drawn

(https://i.imgur.com/H4KBDP8.png)

At first I thought it was a green army winter boot with fixed shoelaces  ;D ;D
But it's actually really nice! I wonder if Rimworld will ever get even small 2D animations  :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: Pyromaniack on December 06, 2018, 05:09:52 AM
I installed this mod only yesterday but I already love it.

If I could suggest some things:
1. I feel like mech-aminals not eating is to OP, how about a patch/option to make them need to eat, and eat a lot more than normal animals. That would force some more maintenance of them. Also, can you make them able to eat trees, I think that huge mechs that need nutrients for energy and to sustain their biological parts should be able to eat any kind of biomass.
2. I can't believe that I'm the only one to suggest it but: mecha-therium? ;)
3. This one is more like a question. Can mecha-animals weapons be swapped? Can I install for example flamethrower to mecha-muffalo? If not - can it be implemented?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.03
Post by: qinlongfei on December 06, 2018, 06:22:33 PM
Yes! There will finally be a Megafauna patch, and maybe we can hope for an AlphaAnimals patch down the pipeline since you are also doing that mod?

Not sure if it'll be possible with the game, but is it possible to make some kind of gene modding for settler pawns that splice animal DNA into enhancement that body purist won't hate on as opposed to the normal cybernatic modding?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: SargBjornson on December 14, 2018, 10:01:12 AM
Good news, everyone! There is now a patch for the Megafauna mod, which means 9 new aberrant creatures to play with! The mod has also been updated to include a new animal control ability for those hybrids, Keen Senses. Have fun!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: Ames on December 15, 2018, 12:04:18 PM
The t-rex needs some love. Tbh, I was surprised that the t-rex didnt have a hybrid, even tho the spino did.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: Sandy on December 15, 2018, 12:10:20 PM
Quote from: SargBjornson on December 14, 2018, 10:01:12 AM
Good news, everyone! There is now a patch for the Megafauna mod, which means 9 new aberrant creatures to play with! The mod has also been updated to include a new animal control ability for those hybrids, Keen Senses. Have fun!
Hi. i just used that megafauna patch.. and i got xml errors.. something about keen senses not present in compProperties.Draftable, for every hybrids, i think.. sorry, i couldnt take screenshots..
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: SargBjornson on December 15, 2018, 01:11:12 PM
Yeah, update your Genetic Rim, I fixed that in a 4.04 hotfix :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: Ames on December 15, 2018, 02:08:35 PM
*sigh* Here's my sorry ass trying to create something. I need to take classes on how to be creative, I guess.

[attachment deleted due to age]
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: cortanakya on December 16, 2018, 05:45:06 PM
Quote from: Ames on December 15, 2018, 02:08:35 PM
*sigh* Here's my sorry ass trying to create something. I need to take classes on how to be creative, I guess.

Wtf you talking about? That looks awesome!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: SargBjornson on December 16, 2018, 05:52:21 PM
Quote from: Ames on December 15, 2018, 02:08:35 PM
*sigh* Here's my sorry ass trying to create something. I need to take classes on how to be creative, I guess.

haha, yeah, that's cool! Inter-mod creatures are a bit of a pain, though, since the amount of combinations grows exponentially!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: douglasw on December 22, 2018, 03:49:23 PM
so, i built a animal control hub to use the Mechathrumbo antigrain warhead at will, but i can't, is it a bug? i can move him around and use the stampede and the blast, still i cant make it attack anything nor use the mighty ranged attack of hell.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: Nylux on December 22, 2018, 07:29:56 PM
Sent a Pull Request for the French Translation !
If anything's wrong let me know
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: Ames on December 23, 2018, 03:29:42 PM
Quote from: cortanakya on December 16, 2018, 05:45:06 PM
Quote from: Ames on December 15, 2018, 02:08:35 PM
*sigh* Here's my sorry ass trying to create something. I need to take classes on how to be creative, I guess.

Wtf you talking about? That looks awesome!

Thanks a lot! I try! Wish I knew or had the free time to learn how to mod. I could have made some of my own then! Maybe one day!

Quote from: SargBjornson on December 16, 2018, 05:52:21 PM
Quote from: Ames on December 15, 2018, 02:08:35 PM
*sigh* Here's my sorry ass trying to create something. I need to take classes on how to be creative, I guess.

haha, yeah, that's cool! Inter-mod creatures are a bit of a pain, though, since the amount of combinations grows exponentially!

I get what you're saying! So many different types of creatures to work with and so many possible combos. Its a real pain. But take it easy mate! I love your stuff a lot!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: douglasw on December 31, 2018, 07:02:50 PM
i just want to point out a slight unbalance.

so, i was looking into the numbers of some farm animals and found out that alpha wild boars have some unusual high ratios, their nutrition output for nutrition input is 0.577 almost 3 times that of the normal wild boar or the normal pig or even the alpha pig for that matter, i think the problem is in the hunger rate of 0.45 while the alpha pig has 1.50.

that's all i have thank you
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: TheLunatic889 on January 01, 2019, 03:23:01 AM
So... I'm wondering... Could you have your hybrid creature breed if you had two of them?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.04
Post by: brunolaranjada on January 01, 2019, 10:06:27 AM
I got a little problem with Pawn Rules, i cant set a rule for all my hybrid animals at once
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on January 28, 2019, 06:25:19 AM
Huge new update is up!

v4.1:

All Alphas are now named Paragons. Why? To diferentiate them from my Alpha Animals mod :)
    Remade all building graphics. They are now generally smaller (either 3x1 like tables, or 2x2 like generators). Laboratories can now be much more compact
    Made almost all buildings rotatable
    Made almost all buildings minifiable, since you'll need to reorganize your lab!
    Modified building aesthetics to make them fit with the buildings in the High Tech Laboratory Facilities mod. Palette is now blue and green, instead of red
    Added the Lab Shelf building, to store Genetic Rim items
    Added the Nutrient Vat building, which acts as a tool cabinet only for Genetic Rim buildings
    Animal Control Hub shouldn't give errors when placed outside (and it should be outside for RP reasons, shouldn't it ;)
    Added a Mod Options screen, with two option for now
    Added Option to remove long legs from creature graphics. This affects all hybrids and paragons that had longs legs on their graphics
    Added Option to adjust rate of failure of incubators (default is 10%)
    Added compatibility with Rim of Madness - Bones to extract organic pulp from bones
    Added custom skeleton graphics for all Mechanoid hybrids
    Added a new Room, called Genetic Laboratory
    Tried to fix thrumbo horn implant removing the subject's skull
    Fixed Paragon Ostrich graphic

Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: temple_wing on January 30, 2019, 01:51:04 AM
What about to allow natural cross-breeding. Especially for cats and dogs. So if you have different kinds of dogs. They have a chance of cross breed NATURALLY.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on January 31, 2019, 10:20:05 AM
Quote from: temple_wing on January 30, 2019, 01:51:04 AM
What about to allow natural cross-breeding. Especially for cats and dogs. So if you have different kinds of dogs. They have a chance of cross breed NATURALLY.

That sounds much easier than it actually is :) In fact, my original intention was to enable interbreeding, since that's how the game that inspired this mod (Bullfrog's Genewars) worked. However, you'd have to rewrite the whole base game breeding system.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on January 31, 2019, 10:21:43 AM
Everytime I think I have peaked in ridiculousness, I surprise myself... Here is a Bearoflot, an hybrid of Bear and Alpha Animal's Aeroflot

(https://i.imgur.com/X8iqkve.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 05, 2019, 06:30:41 AM
Some less ridiculous hybrids for the incoming Genetic Rim - Alpha Animals patch

(https://i.imgur.com/9ZoPUuY.png)(https://i.imgur.com/Ao4HsOQ.png)(https://i.imgur.com/rH6rW82.png)(https://i.imgur.com/g1jaCHn.png)(https://i.imgur.com/KxS4AF2.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Canute on February 05, 2019, 06:52:28 AM
Hi Sarg,
i got maybe an idea for some unique animal.
A tentacle monster-plant.
Can't move or very slow, maybe an option for pawn's to replace them.
It can draw other non-friendly pawn's to it, attack it and eat it if it win the fight.
Got a bigger hunger bar, so it can store more food and can live longer without food.
Will eat corpse, when they got hauled next to it.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 05, 2019, 07:05:46 AM
You wrote that on the Steam page for Alpha Animals, didn't you? (if not, it was a very similar idea). In fact, I drew it, but didn't like the end result, so I'll probably revisit it in the future!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Canute on February 05, 2019, 10:20:34 AM
Nope i am a non-steam user. :-)
And i got that idea long time too, just remembered it as i saw these tentacle bug you just created.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 12, 2019, 10:10:06 AM
More teased abominations:

(https://i.imgur.com/BYsTKl1.png)(https://i.imgur.com/QEl5Yx3.png)(https://i.imgur.com/L3AoL6j.png)(https://i.imgur.com/QXAl5L0.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: 2.71828 on February 12, 2019, 10:56:45 AM
Oh wow, that Bearoflot is probably the most ridiculous Rimworld animal I have ever seen, and I love it! Now I only need to make some space for my new Genelab. I'm guessing this will be a lot easier this time with the new building graphics, and stuff.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 12, 2019, 01:11:50 PM
Yeah, it can be built quite compact now! And imho it looks much better.

I'm not sure how to add the Bearoflot, to be honest... It is too silly!
Title: Re: [1.0] Genetic Rim - where are cows?
Post by: iagofonteles on February 14, 2019, 07:10:14 PM
why cows and bull are out? i wanted the paragon version, cows are the best milk source in vanilla, yielding 0.75 nutrient/day (15 milks per day).
Also, can you tell what muffalo hybrid has the better nutrient/day?
i can see thumfallo milk has .07 nutrient but cant tell time required and milk yield.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 16, 2019, 10:55:04 AM
Why are cows out? Cause I'm lazy :)

By the way, I have just released a Genetic Rim - Alpha Animals patch, it is in my github at https://github.com/juanosarg/GeneticRimAlphaAnimalsPatch/releases/tag/v1.0 but not yet at Steam. If any of you can test if adding it to an existing save turns all steel in the map into squirrel meal I'd be super grateful, since I'm not going to be able to test it myself for several hours...
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 17, 2019, 03:38:31 AM
Ooook, Alpha Animals patch is UP, get it while it's hot: https://steamcommunity.com/sharedfiles/filedetails/?id=165835
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: CrimsonPhalanx on February 19, 2019, 02:56:13 AM
Quote from: SargBjornson on February 12, 2019, 01:11:50 PM

I'm not sure how to add the Bearoflot, to be honest... It is too silly!

I know its kinda late since it's already out,
but I think one of the feasible ways of adding the Bearoflot is to make it a "bear queen" of sorts
Like you have the asexual reproduction of the Aeroflots, but instead of producing more Bearoflots it produces normal bears.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 19, 2019, 04:29:56 AM
Quote from: CrimsonPhalanx on February 19, 2019, 02:56:13 AM
Quote from: SargBjornson on February 12, 2019, 01:11:50 PM

I'm not sure how to add the Bearoflot, to be honest... It is too silly!

I know its kinda late since it's already out,
but I think one of the feasible ways of adding the Bearoflot is to make it a "bear queen" of sorts
Like you have the asexual reproduction of the Aeroflots, but instead of producing more Bearoflots it produces normal bears.

That's so stupid... I love it. You gave me a weird idea: a mad scientist lab machine were weird and unusual projects can be researched
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Carrnage on February 19, 2019, 05:55:48 AM
Any chance that once you've done all the crossover patches and advanced hybrid you'll release a final patch with things like eldritch dinosaurs and floating paraceratheriums?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: mcduff on February 19, 2019, 06:54:40 AM
Hi, just wondering how the "animal control" section of this works alongside the "Hunt For Me"/"Kill For Me" mods? Anyone tried running them side by side?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: whyareuhere on February 20, 2019, 12:09:35 AM
Is there any way to download the patch without Steam? Like Github or something?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 20, 2019, 01:49:02 AM
Check the first page! Everything is on GitHub
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Kranon the Relentless on February 20, 2019, 06:07:19 AM
Hi I had the idea in my last playthrough where I have every insektoid from vanilla and alpha animals in my colony. I experienced that the insektoids can't be trained very well even the so called worker caste. so I thaugt about some  human-insektoid implants for your animal trainer so he could be a better trainer for insects and could give them tasks like mining hauling. This would be such a cool thing.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 20, 2019, 06:23:10 AM
That's a cool idea, though I'm not sure implants can modify skills in that way! I'll look into it :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Kranon the Relentless on February 20, 2019, 07:41:06 AM
Cool. thanks that you like my idea
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: iainmud on February 20, 2019, 07:45:56 AM
Literally just signed up to this forum to support the insectoid animal training implants if possible. Also, why not a rodent/insectoid, one that is fast breeding and virtually useless at everything but it can be fairly easily trained to haul?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 20, 2019, 08:01:50 AM
I like that idea too, because there are no insectoid / rodent hybrids yet :)

A limitation is that I can't make the hybrids have low wildness, or else they show up as farm animals in the game's event :(
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: iainmud on February 20, 2019, 08:52:22 AM
I was wondering why they all had such high wildness!
I don't know how this fits in with your headcannon but surely quite a few of the smaller/tamer crossbreeds could easily appear as escaped experiments from other labs looking for a new home? Might not be the best solution, I dont know if this would be easy but you could have a submod that reduces the wildness of a lot of the tamer animals for those that dont mind a horde of bizzare creatures turning up unexpectedly.

Also my insectoid rodent suggestion: The Spelosquirrel. Combining the worker drone capacity of a spelopede with the hoarding instincts of a squirrel for maximum hauling capacity.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 20, 2019, 10:44:20 AM
Ok, regarding implants, it can indeed be done! Which makes me think why no one has done it before. I can even make implants that increase the pawn's muscle mass to produce more human meat when butchered...

... modding is turning me into more of a monster than playing the game ever did...
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Canute on February 20, 2019, 12:17:12 PM
Did someone inject you some Modding implant while you sleeped ? :-)
But you arn't the first who totaly go into modding and playing only for testing.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Austupaio on February 21, 2019, 05:54:22 AM
Quote from: SargBjornson on February 20, 2019, 08:01:50 AM
A limitation is that I can't make the hybrids have low wildness, or else they show up as farm animals in the game's event :(
Just wanted to let you know that Tetraslugs can show up in the wild which I don't think is intended. A tribal raid came in riding three of them which was, well, a lot more challenging than I expected an early tribal raid to be.

Other than that fun, this mod, especially in combination with Alpha Animals, is proving to be pretty fun, if difficult to understand at first.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 21, 2019, 06:14:57 AM
Tetraslugs have a very, very low chance to appear in the wild, but they absolutely can! Like all random chances, they might never show up, or show up constantly :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Kranon the Relentless on February 22, 2019, 01:48:55 AM
I'm excited to see how this turns out
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 23, 2019, 03:12:19 AM
Also coming next: saddles for Giddy Up

(https://i.imgur.com/1V24roO.png)(https://i.imgur.com/Vz0aF3f.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Austupaio on February 23, 2019, 06:47:53 AM
That's beyond cool, I love how ornate they are. The tribals need something to do in all that free time they have, not researching anything.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: CrimsonPhalanx on February 23, 2019, 01:03:09 PM

Quote from: SargBjornson on February 12, 2019, 01:11:50 PM



That's so stupid... I love it. You gave me a weird idea: a mad scientist lab machine were weird and unusual projects can be researched

Great now I have more stuff to look forward to



Quote from: SargBjornson on February 20, 2019, 10:44:20 AM
Ok, regarding implants, it can indeed be done! Which makes me think why no one has done it before. I can even make implants that increase the pawn's muscle mass to produce more human meat when butchered...

... modding is turning me into more of a monster than playing the game ever did...
Won't a drug that gradually increases muscle mass by giving a hediff make more sense? maybe it can also multiple hunger rate too, so you'll have to time the butchering right or waste more food being eaten than given
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: whyareuhere on February 24, 2019, 03:23:26 AM
I installed the compatibility patches for Megafauna and Alpha Animals, and it turned each piece of compacted steel on the map (including the ones which I did not discover) into 1 piece of squirrel meat. Yep, I traded the entire map's supply of steel into less than 5 pieces of squirrel meat. Yay.

Strangely enough, no errors occurred. Is there any way in god mode to put back compacted steel in the map?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: SargBjornson on February 24, 2019, 03:33:26 AM
Yeah, the megafauna patch does that, and nobody has any idea why... The patch itself is super simple and basically has the same code as the other three patches, that don't cause this... Seems to be some kind of weird vanilla error.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.1
Post by: Austupaio on February 24, 2019, 02:59:15 PM
Good to know that wasn't just me ;D

Played pure vanilla for a long time when I got 1.0, when I decided to install all the mods I like, I found that bizarre squirrel meat bug. I had so many mods installed at once I had no idea which one caused it. Anyway, you can activate devmode, place thing directly, select compacted steel and just hit all the squirrel meat with that.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on February 26, 2019, 09:42:30 AM
Update is here!

v4.2:

    Added saddles for Giddy-Up. Now all hybrids and paragons of suitable size (>0.8) will have a saddle when ridden
    Fixed graphic alignment issues with some hybrids to properly draw the saddles
    Re-balanced mechanoid hybrids. Now they are more "endgame"
    Poison and Psychic ships now drop a mechanoid chip, used to make mechanoid hybrids
    Mechanoid hybrids will no longer reproduce, even if other mods interfere
    Added new research to separate hybrid implants from humanoid implants
    Added many new humanoid implants. More to come
    Added hybrid implants to the last five rodent hybrids added, cause I forgot
    Fixed spine implants providing a double bonus

Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: CrimsonPhalanx on February 28, 2019, 09:56:35 AM
Is there a typo in the hibernation module or am I misunderstanding something?

Description says it'll reduce the need for sleep, however the stats says the rest rate multiplier is changed by -50%
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on February 28, 2019, 10:48:01 AM
I... could have made it the opposite... It will need testing!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: Luncario on March 01, 2019, 08:26:36 PM
Hey, realy very good job on the mod I use it since you released it ! I found something strange, when u go for the human hybridation, the bear skin give +50hp to the body part while the thrumbo doesn't, is it balance for the stats given from the thrumbo skin ?
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on March 05, 2019, 02:45:36 PM
Ok, new patch, including several things you guys asked for! Regarding that bear skin implant, it's part of its features :)

v4.201:

- Added Gene Duplicator building to duplicate most genetic material
- Added Gene Duplication research
- Removed power needs of the Animal Control Hub
- You can now craft mechanoid interface chips in the fabrication table with Advanced Fabrication research. This method is EXPENSIVE as it is intended as a catch-up for peaceful storyteller playthroughs where mechanoid crashed ships might not appear.
- Mechamuffalos now consume a little more food to not screw caravan calculations up (stil 1/30 of what an ostrich eats!)
- Mecharats don't need mechanoid interface chips now, they are cheap!
- Fixed hibernation module implant's resting rate
- Fixed a typo when making muffalo skin implant
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on March 13, 2019, 07:51:03 AM
Sneak peek of the next hybrids to come: the cat hybrids

(https://i.imgur.com/ecU1ond.png)(https://i.imgur.com/C7dm1aI.png)(https://i.imgur.com/afB7WFI.png)(https://i.imgur.com/kwgIR6u.png)(https://i.imgur.com/FZZT4CD.png)(https://i.imgur.com/r7YXRLn.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: CombinedAutism on March 13, 2019, 09:40:04 AM
Hey Im using your mod with CE (including comp. patch). But the creatures are not really balanced for CE I assume? My mecha spider for example has 0.35 Sharp armor meaning it drops from a salvo by the simplest machine guns. Also, it shoots so inaccurately that the shots spread in almost a 180 degere arc in front of it. Dont know if thats intended or not.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on March 13, 2019, 10:54:00 AM
Actually I didn't make the CE patch, so no idea! You'll have to ask Saebbi about it!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: CombinedAutism on March 13, 2019, 12:04:32 PM
Ok thanks. By the way I noticed there are no dog genes/serums? How come? I was looking forward to some badass haulers:D
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SargBjornson on March 13, 2019, 12:57:55 PM
Wolves take the place of dogs :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: CombinedAutism on March 13, 2019, 06:35:41 PM
But the sweet 0.0 animal filth rating  :'( Great job on the art though they look as freakish as I had hoped
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: SergeMalbret on March 18, 2019, 01:46:19 AM
Some bugs and suggestions:

Beaverwolf Castoreum nutrition is currently set to 0.5 , i.e. 10x the nutrition value of vanilla vegetables (0.05), while having the same market value. I assume this was a typo, as it's described as "a food additive and natural flavour", so it being 10x as nutritious as other foods sounds weird, and makes it 10x as good to buy from traders as any other food.

The Hibernation Module restRateMultiplier is -0.5 , which does the opposite of what it claims in the description ("reduce the need for sleep"), i.e. it actually makes pawns regain rest slower. If you compare it with Core/.../Traits_Singular.xml , Quick Sleeper has a multiplier of +0.50 , which is what I assume was intended.

The Consciousness modifiers on the Hibernation Module and Neuron Reinforcement are extremely powerful, and may not have been intended as such. Consider that Consciousness above 100% directly translates into increases in Manipulation and Movement among other things. So a +20% Consciousness from the Hibernation Module is comparable to having a Bionic left arm, and Bionic right arm, and a Bionic left leg, and a Bionic right leg, and a Bionic Jaw at the same time and more, which is beyond incredibly good.

If the Hibernation Module is made to reduce the need for sleep, it is already a very strong and desirable effect, and so an increase in consciousness seems unwarranted imo. (An implant that makes the pawns sleep longer but provides a small increase in consciousness would be an interesting tradeoff, but based on the description I assume this was not the original intent of the Hibernation Module)

Similarly, the Neuron Reinforcement module is already great (faster learning and faster researching multiplier that stacks with other multipliers), so it providing an additional consciousness bonus seems just far too good. Even without the consciousness bonus it is very desirable.

I would suggest increasing some of the workAmount and WorkToBuild values - it feels weird that e.g. combining the genes of a bear and a muffalo is less work than building a wooden door! It feels less "satisfying" to accomplish some great genetic engineering if it can be done in seconds. With something like a 4-8x increase it would feel more like the pawns are working on a great and difficult task.

Similarly, I would recommend increasing hatcherDaystoHatch , which is currently 1 for everything. The incubator may be a high-tech piece of equipment, and it makes sense that it would speed up animal development to some extent. However, an animal still needs a certain amount of energy to grow and hatch, and if that amount of energy is delivered in a very short span of time, it would be like instead of cooking dinner at 200 degreesC for 30 minutes, you'd try cooking at 2000 degrees for 3 minutes. Not too healthy.

(When one introduces genes from one animal into another irl, it generally takes longer for it to hatch/grow than the base animal, because homeostatic mechanisms need to deal with additional developmental issues). And from a gameplay standpoint, making an incubator one day and having something like a massive dinosaur/bear hybrid hatch from it the next day feels unsatisfyingly easy to me, while having to keep the incubator at the right temperature for e.g. 10 days would imo be a nice balance of being neither too trivial nor too hard.

Thank you for the great mod - I hope you take some of my suggestions into consideration.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.3
Post by: SargBjornson on March 29, 2019, 11:12:01 AM
Ok, peoplelinos, new update is here, and let me tell you, it is HUGE this time. If you want the whole changelog, I added it to Github, but the main changes are these:

- New hybrid animal family: cats. 16 new animals.
- Feline genes can be extracted from vanilla, Animal Collab, Alpha Animals and Let's Have a Cat! via Modcheck.
- New animal control ability: cat reflexes.
- New items: genetrainers. Genetrainers are implants that do not take the place of any given organ, and they need a vanilla mech serum (neurotrainer, healer or resurrector) to be crafted.
- Added genetrainer bench and research to go with it
- New mechanic: non-specialized genes can now be extracted from ANY animal, to be used in the recombinator.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.3
Post by: Ravenholme on March 29, 2019, 11:30:03 AM
Quote from: SargBjornson on March 29, 2019, 11:12:01 AM
Ok, peoplelinos, new update is here, and let me tell you, it is HUGE this time. If you want the whole changelog, I added it to Github, but the main changes are these:

- New hybrid animal family: cats. 16 new animals.
- Feline genes can be extracted from vanilla, Animal Collab, Alpha Animals and Let's Have a Cat! via Modcheck.
- New animal control ability: cat reflexes.
- New items: genetrainers. Genetrainers are implants that do not take the place of any given organ, and they need a vanilla mech serum (neurotrainer, healer or resurrector) to be crafted.
- Added genetrainer bench and research to go with it
- New mechanic: non-specialized genes can now be extracted from ANY animal, to be used in the recombinator.

Great stuff as always Sarg, can't wait to give the new cat hybrids a try. Looking forward to whatever is next, too.

Minor note about the OP though - Under the 'Issues' section, both mods you link to in regards to mitigating the load up time are actually just Genetic Rim :D
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.3
Post by: SargBjornson on March 29, 2019, 11:44:50 AM
Ouch... fixed!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.3
Post by: CrimsonPhalanx on April 07, 2019, 06:49:15 AM
Found a bug related to needle chickens, at first I noticed one of my chickens died from lack of sunlight, but no matter how early I loaded the save my second chicken dies on load.

I did some testing by locking one chicken up and waiting for it to die from sunlight, as well as saving at different intervals.

I found something weird. Apparently the light level for the chickens are synchronized. After reloading a few, I realized that the locked up chicken would end up having the same light level as the chickens outside (which is impossible), even the dead body's light level gets synchronized.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.2
Post by: CrimsonPhalanx on April 07, 2019, 07:10:15 AM
Quote from: SergeMalbret on March 18, 2019, 01:46:19 AM

Similarly, I would recommend increasing hatcherDaystoHatch , which is currently 1 for everything. The incubator may be a high-tech piece of equipment, and it makes sense that it would speed up animal development to some extent. However, an animal still needs a certain amount of energy to grow and hatch, and if that amount of energy is delivered in a very short span of time, it would be like instead of cooking dinner at 200 degreesC for 30 minutes, you'd try cooking at 2000 degrees for 3 minutes. Not too healthy.

(When one introduces genes from one animal into another irl, it generally takes longer for it to hatch/grow than the base animal, because homeostatic mechanisms need to deal with additional developmental issues). And from a gameplay standpoint, making an incubator one day and having something like a massive dinosaur/bear hybrid hatch from it the next day feels unsatisfyingly easy to me, while having to keep the incubator at the right temperature for e.g. 10 days would imo be a nice balance of being neither too trivial nor too hard.

Thank you for the great mod - I hope you take some of my suggestions into consideration.

Waiting 10 days then getting a flestbeast would be extremely frustrating though. But from your point I feel a better solution is to have the animals have a default longer hatch time but will not form a flestbeast, but theres a machine to speed it up to the usual 1 day but have a chance to produce a fleshbeast (or maybe a machine that instantly hatches it and the the fleshbeast chance is determined by the hatch progress)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on May 09, 2019, 05:48:29 AM
I have just added to Genetic Rim the Archotech Project, an endgame chain of technologies that allows you to WIN the game. Instead of building a spaceship and leaving the planet, you can research how to integrate and control an archotech AI inside a bio-mechanical body. Why would you leave when you can stay and kill all your enemies?

Seriously, the Archotech Centipede eats Mechathrumbos for breakfast. It can relax comfily in the warmth of its *reusable* orbital beams, one shot any enemy and use way too many special abilities. If you build one of these, it's game over, literally.

I have balanced the Project to be on the same level of difficulty as building the starship. Maybe a bit more expensive material-wise.

v4.5:

    Added the Archotech Project
    Added all research, buildings and creature related to the Archotech Project
    Added TropickAPP Rainforest Mod compatibility for gene extraction
    Re-balanced medicine costs in human implants
    Added feline genes to the duplicator
    Added new categories for implants, genetrainers, etc, to avoid menu cluttering
    Made Catwolves able to haul again

(https://i.imgur.com/caU1ifG.png)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: Contralto on May 16, 2019, 08:11:54 PM
I have an interesting barn filled with raiders that I have implanted Boomalope nodules and muffalo mammaries to keep me supplied with Neutroglycerin and lulz.

I'm really glad the planet I'm on doesn't have a Hague or equivalent, but the populace may be rethinking that thanks to me.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: tequilo on July 26, 2019, 06:26:56 PM
Does anyone knows why this mod breaks hospitality? I never get guests if genetic rim is active, although I still get notifications of visitors they just never spawn.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on July 27, 2019, 02:56:38 PM
Soooorry, not this mod. I use both regularly and never had any problems
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: Sandy on July 30, 2019, 04:45:02 AM
Quote from: SargBjornson on July 27, 2019, 02:56:38 PM
Soooorry, not this mod. I use both regularly and never had any problems
Hi, thx for the updates.. when u say game ending event, does it mean that if i build the archotech beast, the game will announce that i won, like it does when i launch the spaceship?
that wont be good bcoz i do want to fight using the beast..

Also, im using the Vanilla expanded, livestock mod.. it had bisons and i had some bison skelotons waiting to cremate.. then i built the gene extractor to extract muffalo gene, but my colonist used the bison skeleton to extract the muffalo gene..
i dont know if its ur mod or that mod's doing, but if u r planning to make hybrids for that mod, then u guys need to sort the difference between muffalo and bison..
and i didnt knew i could extract genes from skeletons, i even killed some of my farm muffalos.. what a waste..
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on July 30, 2019, 06:14:18 AM
The game will say that you have won, but you keep your colonists so you can keep playing afterwards, and use the centipede to destroy all your enemies with (almost) total impunity. You can also keep playing after the vanilla ship has landed, but you usually don't because you don't have colonists :)

Bisons for the moment produce muffalo genes, yes, it's on purpose. If I decide to make a compat patch that will obviously change! Oskar was interested in collaborating, but real life got in the way.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: Sandy on July 30, 2019, 07:40:06 AM
Quote from: SargBjornson on July 30, 2019, 06:14:18 AM
The game will say that you have won, but you keep your colonists so you can keep playing afterwards, and use the centipede to destroy all your enemies with (almost) total impunity. You can also keep playing after the vanilla ship has landed, but you usually don't because you don't have colonists :)

Bisons for the moment produce muffalo genes, yes, it's on purpose. If I decide to make a compat patch that will obviously change! Oskar was interested in collaborating, but real life got in the way.
thanks for replying.. just one more thing.. lets say i created the archotech hybrid and won the game and decided to continue playing.. now if i launch my ship, what happens? will i get a second winning notice? or they game just continue to play? sorry, i never launched the ship, a second time, before..
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on August 21, 2019, 08:18:40 AM
Guys, girls, and other assorted things, I'm finally working on a Wiki, and adding as many creatures from multiple mods as possible: https://rimworld-bestiary.fandom.com/wiki/RimWorld_Bestiary_Wiki

If anyone feels like helping, it would be very welcome
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: JaJe on September 25, 2019, 12:31:36 PM
Genetic Rim makes Combat Extended mod unbalaced.
Explosive Sac is basically a unlimited grenade weapon and raiders actually abuse of it.

I hope Genetic rim makes the game compatible with Combat Extend or at least allow us to enable/disable explosives.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on September 25, 2019, 02:48:00 PM
I don't touch CE, you'd have to ask the person who made the patch!
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: Ravenholme on September 29, 2019, 07:04:37 AM
Finally got around to playing a game where I managed to complete the whole Genetic Rim content, including a victory via the Archotech Project.

Really is great stuff, but I had one thought as I was playing with the Alpha Animal's patch (naturally!) as well - It would be quite interesting/nice to see Animal and Hybrid Human implants that use Alpha Genetic material as well. Although it is possible that the best uses might require something like Verb Expansion Framework (or Prosthetic Combat Framework) because then you could do really interesting things with the implants (Implanted Feralisk Spinnerets so pawns can throw webs, anyone?)

Also, is it just me or are there no Hybrid-Human implants involving active mechanites?

Anyway, great stuff, looking forward to any future updates for the mod! :)
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: JaJe on October 27, 2019, 06:56:39 AM
Can I suggest adding an optional event that randomly spawn genetic rim animals and decide if to hunt or tame? That would be sick.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: BabushkaJohn on December 14, 2019, 01:31:13 PM
Thank you for your mod, which is awesome! I have a problem - I use Genetic Rim with Alpha Animals + Patch (with many other mods installed) and see them work. I can control alpa-hybrids that I have obtained by taming or by Prepare Carefully, I can extract Alpha genetic material, but I cannot combine this material via recombinator and can make no Alpha hybrids. Do I miss something or it is some mod breaking game play? Thank you
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: SargBjornson on December 15, 2019, 03:41:39 AM
Alpha hybrids are made in a new building, an Alpha GenePod
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: BabushkaJohn on December 17, 2019, 04:25:23 PM
Thank you for your answer, I have looked attentivlier, and found the technology item to stay faaar hidden by the horizontal scrolling. Now it works. Cheers.
Title: Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
Post by: JaJe on December 27, 2019, 09:29:33 AM
Sarg,
You did a wonderful work with this mod and I'm pretty sure it's a hell of work to do. However I am curious, do you have any plan to add extra variety of animals to combine with? such as Vanilla Animal Expanded from Oskar Potocki?

Or even better, have you thought about creating a similar mod but for mixing plants DNA to get the best plant possible? some resistant against blight, some that grow faster but low yeld or viceversa, etc..
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.0 unstable
Post by: SargBjornson on February 17, 2020, 07:58:39 AM
Unstable version (for 1.1) available at GitHub: https://github.com/juanosarg/GeneticRim/releases

I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: Basileus on May 17, 2020, 02:59:15 PM
Would it be possible to release the draftable animal control part of this mod as a standalone? It's something I always wanted to be able to do, especially since I made my own jury-rigged mod that adds a special xenohumanoid lobotomized animal for combat (don't look at me like that, it's Rimworld lol) that can shoot and it works, except it would be much better to have a tighter control on it than what you can with animals normally.

I'm sure it would be popular for other users too, but I understand if it's too much of a request. Perhaps if that is not feasible you could explain me how to do it myself in broad strokes?
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: Passenger009 on July 24, 2020, 02:45:36 PM
Hi Sarg, thanks for the awesome mod, I wanna ask how to use the patches, throw it all in rimworld mod folder or copy it to generic mod folder, I don't know much about modding so that confuse me a lot. Thank you !
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: SargBjornson on July 26, 2020, 09:19:51 AM
Patches go in the same folder as mods, the only thing to be careful is to load them after both mods (for example, Genetic Rim and Dinosauria)
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: guilherm15 on July 19, 2021, 09:59:58 PM
I cant see the researchs from the mod in the research menu.
Title: Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05
Post by: Marmalade on April 04, 2023, 11:40:29 PM
I'm not even sure if this page is still looked at much, but I really gotta know..
Is there any way to make it so that this mod won't disable dev features? I removed all of my mods and only used Genetic Rim to see if there was just a compatibility issue or something, but there doesn't seem to be. I can't use any dev features except for god mode when I have this mod active, and I'm still new to the game, so I can't figure out why. Can I please get some help?