RimWorld

RimWorld

2,050 ratings
Alpha Genes
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Mod, 1.4, 1.5
File Size
Posted
Updated
13.797 MB
Nov 22, 2022 @ 2:02am
Jun 5 @ 7:07am
53 Change Notes ( view )
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Alpha Genes

Description
[www.patreon.com]

Features

- More than 250 new genes. Some are very low impact, while some are truly game changing.
- 14 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 no 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

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

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

Changelog

v2.0: 12 new assorted genes (19/12/23)
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

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)
702
3
14 hours ago
PINNED: Suggestions
Sarg Bjornson
693
1 hour ago
PINNED: Bug Reports
Sarg Bjornson
1,866 Comments
k47 Jun 10 @ 8:32pm 
Any plans for adding "aerofleet leather" and "aerofleet flesh" to the Aerofleet xenotype? I've done it myself through RIMMSqol but if it's planned for the mod to do it on it's own, I'll have to keep an eye so I revert the RIMMSqol changes I've applied to my game.
Naraxa Jun 10 @ 7:42pm 
Just remembered to comment back on this, and yes making custom insectors is absolutely the plan (first one will be inspired by your black hive insects hehehe)

I will say though would it be possible to have, say, a way for this mod to detect insectors and add genes to them like "insect voice" or "chitin leather" or something like that just so it feels more cohesive? This is very much a nitpick ask so no worries if you'd rather spend your time on other goals, just wondering from my end cause I'd rather not mess around too extensively with cherry picker if I can avoid it
Kerian Halcyon Jun 10 @ 12:15pm 
So Sting Xenogenes is considered violent now? Just found out the hard way, made a hive cast xenotype that's harmless and sterile but can sting xenogenes and found out I couldn't make a prisoner said caste that way...

Sadge, it makes sense in hindsight but it hadn't been set up that way back when I used it back in 1.4. Oh well.
silverskene Jun 10 @ 11:12am 
Thank you.
Sarg Bjornson  [author] Jun 10 @ 11:11am 
Mod options
silverskene Jun 10 @ 11:09am 
Is there a way of making the lab quests less frequent? I literally get them back-to-back.
baby carrot Jun 9 @ 12:39pm 
Hello! I had a man in black with a randomized set of genes and the xenotype description "a unique human variant with a set of xenogenes that do not fall into any known xenotype". The xenotype was called Kill-vox which I assume is just a game randomized name; is this a feature from this mod or something that can actually happen in vanilla biotech?
ChrisB Jun 9 @ 12:14pm 
hello, rusted biotech lab walls don't allow building wall lamp/wall torch. i didn't think this was a mod conflict, but can report in the usual way if so - otherwise, could you possibly update? and thanks for all the hard work boss
Sarg Bjornson  [author] Jun 8 @ 9:16am 
It literally isn't. It checks for the gene using the HasActiveGene method that was recently added to the game
Sarg Bjornson  [author] Jun 8 @ 9:13am 
It's intended that they get them, but why is it a permanent change to the pawn?