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CRIMSPR - Core Module
   
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Mod, 1.4
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20 Dec, 2022 @ 3:56am
20 Dec, 2022 @ 9:57am
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CRIMSPR - Core Module

In 1 collection by Jenkem
Project CRIMSPR
5 items
Description


MOD INFORMATION
Hello World! At long last, after nearly 600 hours of playing Rimworld and from all the way back in alpha, I present to you my first ever official mod. I suspect this is a good one, and a very important one for opening up the true potential of Biotech!

Don't you find it frustrating that vanilla Biotech genomes are rather rigid? Upset that Baseliners only have two germline genes that you can viciously reappropriate in your mad scientist playthru?

Look no further!!!

This mod overhauls the vanilla xenotypes using the "SpawnThoseGenes!" framework. Instead of having conflicting germline genes in a xenotype, every newly created pawn now has dedicated germline gene categories for their skin color, hair color, body type, and beauty. In addition, dozens of more genes are added into the game to, in a vanilla fashion, expand the cosmetic variety of the pawns as they are created. This mod is a part of CRIMSPR, a new modding project that seeks to overhaul and expand Rimworld's genomes.


WHAT DOES IT DO?

Overhauls How Vanilla Genomes Work
  • Each gene of the same type are placed in distinct categories
  • No longer do xenotypes have two genes in one category that override one-another
  • For the baseliner and each xenotype, there are chance weights for what gene they spawn with per-category
  • Lightweight and seamless tweak to genetics that makes a massive difference

Expands Pawn Genomes
  • Hair Color is now a dedicated germline gene category
  • Skin color is now a dedicated germline gene category
  • Body Type is now a dedicated germline gene category
  • Beauty is now a dedicated germline gene category
  • Removed the traitdefs that give the beauty trait, that's what the genes are for!

Adds More Genes
  • Adds 77 new hair colors
  • Adds 83 new skin colors
  • Adds a new beauty gene for "normal" looks, so beauty can now be spectral for all races

Adds More Gene Possibilities
  • Not only are those genes added, but these genes are also implanted in pawn spawn chances, unlike other gene mods
  • Each xenotype has a distribution of possibilities to spawn in with those genes, genes and probabilities dependent on xenotype flavor
  • For example, Humans now have 21 different possibilities for skin color up from 9, Impids now have 15 up from 3, etc
  • All category possibilities are balanced; 1.5% of Genies will have Hulky bodies; 10.2489% of Neanderthals will have Light-Brown Hair


QUESTIONS AND ANSWERS

Savegame compatible?

Probably not a great idea to add nor remove since it nukes vanilla traits, and adds in the essential genes to all pawns.

Can u patch X modded xenotype?

In due time, I want to build out CRIMSPR a bit more and up my modding skills so as to streamline that process. Perhaps once CRIMSPR and "SpawnThoseGenes!" is understood a bit more, other modders can roll compatibility patches into their mods without me having to do a modded xenotype megamod. In the meantime, I encourage you to make those patches yourself! It's quite straightforward, all in XML, and "SpawnThoseGenes!" has example code in their mod file.

Can u CRIMSPR-ify X bunch of genes or X gene mod?

In due time, I hope to enfold tons of different gene categories in the CRIMSPR network under various modules. I am rather new to modding, so I'd like to interact with the community in order to gauge popular demand before moving forward... and hopefully finish university here.

What if I don't like the gene spawn balances?

You don't have to! Here are a couple things you can do—
  1. Drop your suggestion in the comments; I'll be sure to read every single one and engage in the dialectic for future updates.
  2. Alter the spawn weights in my mod files; just input "2904282270" in "Steam\steamapps\workshop" to find the correct .xml files; be sure to save copies of your bespoke chance weights tho, in case I update this mod.
  3. Use dev mode to alter a pawn's germline; great for on the fly tweaking of important colonists, in case a bright pink Highmate shivers ye timbers.

KNOWN ISSUES

None reported so far; please let us know if there is one--

INCOMPATIBLE MODS
To be figured out! (But as the mod is designed, it should not be incompatible with much. All vanilla genes are still included, meaning that modded xenotypes still play nice with CRIMSPR.)


RECOMMENDED MODS


LOICENSE
If I disappear, y'all have free reign to resurrect the mod. You can use CRIMSPR genes in your own works (I don't exactly own colors), though I'd appreciate a shoutout :] I'd be flattered if you'd include CRIMSPR mods in a collection; I however assert dominance over the CRIMSPR brand >:}


SPECIAL THANKS
OPERATOR - For the dedication to bring colored eyes to Rimworld setting us on this journey
Neradon - For crafting the brilliant framework to make this all possible
ThePaperoni - Whose obsession with bivalves made me fascinated with biology


MOD UPDATES
To be continued... :)
13 Comments
VolatileGlitchAviator 16 Feb @ 12:54pm 
Could always ask mille
StarFor_222 3 Jun, 2024 @ 11:51pm 
update plz
Agent Washington 13 May, 2024 @ 3:31pm 
Will this be updated any time soon?
Phrozehn 5 Nov, 2023 @ 11:34am 
@Jenkem Love your mod!

Is there a way to set it so that xenotypes we make who's gene are xenogenes (non-heritable) can go without skin genes in the xenogerm, but still have them in the endogerms?

The issue I'm having is that VRE - Fungoids spawn with albinism with this mod installed. I believe it's because their xenogerm doesn't contain skin colours because they overlay their xenogerms onto their victims.
pikakirby11 6 Apr, 2023 @ 8:15am 
Could you add an option to edit or choose the skin tones that spawn naturally on normal pawns. the pink one doesn't look right in my opinion and I don't feel like the dark red doesn't works either and I would like to find a different one for my native American pawns. Both make the pawns look like different xenotypes in my opinion.
Agent Washington 28 Feb, 2023 @ 4:09pm 
I've been trying to add some custom xenotypes to my games but I can't seem to get them to work with the spawn chances of skin. The xenotype automatically defaults to albinism, and, for whatever reason, their hair is always white, despite having a gene for different colored hair. I'm really not sure what i'm doing wrong and was hoping you might be able to help.
Jenkem  [author] 22 Dec, 2022 @ 11:38am 
@~Starfruitz~ Neradon, dev for the framework we use, has updated his mod to resolve your issue! Thank's so much for letting us know about the oversight; you can now make custom xenos in game without worry
Jenkem  [author] 22 Dec, 2022 @ 11:11am 
@Thundercraft As for question two, modded xenotypes work fine with this mod. If they are assigned a skin color or two, those xenotypes will get those skin colors only, though if they don't come with any skin or hair color, than the game chooses albinism skin and a hair color at random---that's hardcoded, but the pawns can be adjusted with dev mode. If the xenotypes want to be as extensive in the variety of possibilities per gene category, that would require a patch to add that variety!

If by races you mean ones that use Humanoid Alien Races, from what I'm seeing those work completely differently from xenotypes, and work fine with baseliners as is, just the cosmetic genes won't be rendered. Working with HAR will come later.
Jenkem  [author] 22 Dec, 2022 @ 11:10am 
@Thundercraft Yup, on the first question, everything is balanced behind the scenes. Humans only spawn with humanish skin tones and the other vanilla xenotypes spawn with their own skin/hair tones in the same way; Wasters only the greys; Impids get shades of Red, Orange, and Yellow, but only more blondish hair; Yttakin get wookieish and hair colors, mostly lighter ones because they come from an icy homeworld according to lore; etc.
Thundercraft 22 Dec, 2022 @ 6:31am 
This is an ambitious mod project.
Quote, "Adds 77 new hair colors"
Quote, "Adds 83 new skin colors"

I am assuming that baseline humans, by default, can naturally only be found with some of those hair color genes? (And, perhaps, only some of those skin colors?) In real life, humans can not be born with, say, green or blue or purple hair. If such hair colors existed (outside of hair dye and such), they'd obviously be the result of genetic alterations.

Also, what about support for the many, many race mods out there? Are you going to have built-in patches for the most popular race mods? Because certain races are going to have, by default, only certain hair colors, skin colors and eye colors and a lot of these will be different from baseline humans.