// Management · RimWorld Mod
[BIOTECH] EyeGenes - WorldOfColors [Proof of Concept] | Deprecated |
Main Features This mod basically hackilly adds my eye genes to every default faction including baseliner, not every single color from my eyegenes mod is possible to obtain naturally using this mod, but each race has their own eye colors/chances to get them, all the eyecolors obta
Main Features
This mod basically hackilly adds my eye genes to every default faction including baseliner, not every single color
from my eyegenes mod is possible to obtain naturally using this mod, but each race has their own eye colors/chances
to get them, all the eyecolors obtained using this mod are germline genes meaning they will pass down to your colonists children.
EYEGENES2 is out NOW!
This mod will not be getting anymore updates, please use EyeGenes2 for future updates
IMPORTANT
BE WARNED: This mod is very experimental, I want to find better ways to do this but for now this works.
Update: This mod will most likely be replaced or become part of the main mod soon, as we found a much better way to do it!
Is this mod friendly to other mods in general?
This mod SHOULD be compatible with pretty much any mod, that doesn't touch the default factions, if you want
other mods that touch default factions, try to load this mod last and see how it goes.
Does this work for all facial animation mods?
Yes! and No, you see these mods rely heavilly on the fact that facial animation can color the "eyes"
of a pawn, some facial animation mods, don't use the correct eyes thus making these mods do nothing to them visually, please if someone hasn't used the right areas, please ask them to do so, I'll gladly make patches for any mods that do it correctly.
Does this work for other race mods?
By default no, this is a very hacky solution to the problem, but if you want I can try making it compatible if you request it, I am looking into a better solution for it soon but I can make no such promises.
Can I add/remove this mid save?
Yes but it only will affect newly generated pawns.
Removing this mid save just undoes all the patches I do to generate new pawns.
It may throw off lots of errors though for a while.
