RimWorld

RimWorld

3,017 vurderinger
Alpha Genes
39
7
7
3
10
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11
9
2
3
5
5
4
2
2
2
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Mod, 1.5, 1.6
Filstørrelse:
Offentliggjort:
Opdateret:
21.033 MB
22. nov. 2022 kl. 2:02
22. aug. kl. 6:49
83 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Alpha Genes

Beskrivelse
[www.patreon.com]

Features

- More than 300 new genes. Some are very low impact, while some are truly game changing.
- 16 new xenotypes with wild mechanics.
- A new "Custom random" xenotype that allows you to make new player created xenotypes, and have them loaded into two new custom factions.
- Abandoned Biotech labs quests, similar to the ones in VE Genetics, that give access to all the new genes during play.
- Genetic tools that allow you to tweak your colonists' genes. Obtainable through lab quests or normal quest rewards.

A list of genes can be found on this Google Docs document. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1CtbPQq6rouj-7lhVWQdJz4ysWFtxvly1yTYiZ-Si1a4/edit?usp=sharing

Content


























Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

Future plans

Oh you can bet I will add new things!

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not to be messed up.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Does this need Alpha Animals / Biomes / etc
A: No, though a couple more genes will be added if you have them too

Q: Can I suggest a new gene?
A: Without a doubt! Please use the pinned Suggestions thread or I may not see it

Q: Is it compatible with another mod that adds genes?
A: Depends on what genes such mod adds. Generally speaking, yes. I only assure compat with VE mods and things RedMattis does because he's cool

Q: Does this work with Combat Extended?
A: It should

Q: Does this work with multiplayer mods?
A: No support for any multiplayer mod from me. Updates will probably break it

Q: Reeeeeee, this is bloat!
A: I'm rubber, you are glue

Changelog

Full changelog on GitHub

Credits

Everything created by Allie, Erin and Sarg. Credit for some of the sounds can be seen on a file on the About folder of the mod, or (better) on GitHub

The Forsaken were ported to Biotech by Major Quadrangle and Matsay, who graciously allowed me to adapt their work to this mod. Credit to Kikohi, Trunken and Immortalus for maintaining the Forsakens mod for years, as well as Crisp and ChJees for the original concept of them.

Thanks to Oskar Potocki for being a good friend.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Populære diskussioner Vis alle (2)
1,042
6. nov. kl. 9:30
FASTGJORT: Bug Reports
Sarg Bjornson
900
3
25. okt. kl. 20:20
FASTGJORT: Suggestions
Sarg Bjornson
2.926 kommentarer
Sarg Bjornson  [ophavsmand] For 9 timer siden 
They add attacks
Vond For 9 timer siden 
In hindsight. Scyther blades and chainsaws are likely purely cosmetic. I just had power claws on the unit in question. Unless they do add attacks, i dunno, but looks great on ghouls
Sarg Bjornson  [ophavsmand] 10. nov. kl. 8:30 
huh?
slipstream1993 10. nov. kl. 7:30 
I'm saying when I was trying to use it, I could not add anything such as prosthetics
Sarg Bjornson  [ophavsmand] 5. nov. kl. 0:34 
Without a log, it's always the fault of either leprechauns, or the Unseelie Court
Shadow 4. nov. kl. 23:47 
i tried to use resurrect ability on Malachai on a dead Efreet colonist, but not only did it not work, the efreet "disappeared" and the ability is set on cooldown. Any idea why?
Sarg Bjornson  [ophavsmand] 2. nov. kl. 1:36 
Probably a change after the doc was made
Vond 2. nov. kl. 0:52 
It seems to list them as cosmetic
At least for the chainsaw hands and scyther blades
Even though they have both a complexity and a metabolism attached to them
As well, I could remember they had some stats attached to them, especially with the combat text
Though I could just be wrong
Sarg Bjornson  [ophavsmand] 1. nov. kl. 11:56 
Isn't it indicated in the linked design doc?
Vond 1. nov. kl. 11:40 
Hey I was wondering, any chance on some numbers like you do for the horns, but for the chainsaw Hands, Claw Hands or the Scyther Blades genes?
I had an INCREDIBLE Ghoul in my last playthrough with chainsaw hands, and was jsut curious about the nubmers