RimWorld

RimWorld

2,906 ratings
Alpha Genes
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Mod, 1.5, 1.6
File Size
Posted
Updated
21.033 MB
Nov 22, 2022 @ 2:02am
Aug 22 @ 6:49am
83 Change Notes ( view )
You need DLC to use this item.

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Alpha Genes

Description
[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]


Popular Discussions View All (2)
1,010
21 hours ago
PINNED: Bug Reports
Sarg Bjornson
890
3
Aug 22 @ 5:18am
PINNED: Suggestions
Sarg Bjornson
2,818 Comments
Kerlan__ 19 hours ago 
neat !
Absurd Aug 30 @ 11:51am 
Thankyou so much :)
Sarg Bjornson  [author] Aug 30 @ 11:20am 
Absurd Aug 30 @ 11:07am 
Hi. bit of a weird question. did you create the image used for the Clawed Hands gene? if so id like to Use it in a completely unrelated manner and would like to discuss maybe buying the image.
Delta Aug 28 @ 2:56am 
Maybe i am missing something - My mechinator has the Enhanced bandwith gene but it doesnt increase my bandwith at all? Is there some additional parameter which i am failing to meet which isnt listed? All it says is the pawn needs to be a mechinator, which they are
Zero Bellum Aug 28 @ 12:59am 
I have noticed something that I hope maybe you can fix. When I have a Pawn with Extraordinary life span for several things it acts as though they are just REALLY old. Like I have a pawn that is 127 and he is at 50% immunity gain rate due to him being old but his max age should be around 500 due to the gene. Same thing for romance it treats him as very old even though he is basically has an elf lifespan.
Sarg Bjornson  [author] Aug 26 @ 7:02am 
No compat for androids for that feature, sorry
Tzeentch Bot Aug 26 @ 6:02am 
My fine-and-nicely-tuned VRE-Android presets, WITH and WITHOUT 'Exotic Organism' subroutine, keep spawning as xeno pirates, equipped with some even-more-fine-and-nicely-modded weapons and armors, point-cheaper than a scyther while way more combat-dangerous than a pair of centipede blasters.
Arthillidan Aug 23 @ 9:32am 
Is there a way to recruit mycomorphs or anyone else with the very repulsive gene or is it impossible? my colonists just puke and can't make any recruitment progress. Do I need an Ascetic?
v99 Aug 22 @ 10:53pm 
Would be great if furskin could be added to the vre androids like the tails were, I would like to make furry androids to stuff into warcaskets