RimWorld

RimWorld

Vanilla Genetics Expanded
3,100 Comments
Bat stealer 5 hours ago 
how do i purposefully botch the genomorpher? i want cute fleshlings
ParasiticSquid Jun 12 @ 3:00pm 
So, as a bit interesting of speculation before the DLC who would win in a 1v1: Alpha thrumbo or paragon thrumbo. My bets on alpha thrumbo since it seems to have other abilities besides just being a suped up thrumbo if the preview screenshots are right
veritas Jun 12 @ 11:28am 
Best part about this is the "plop" sound when extracting the grey matter. That shit is so fun :steamhappy:
MagicMarshmallo25 May 26 @ 12:15am 
I know it would be a pain in the ass but i dont get the point of the human implants if they dont change anything visually about your pawns. :isaac:
SpicyWater May 18 @ 3:16am 
how does the compat with Pawnmorpher work? i see in the FAQ that you said yes to Pawnmorpher.
路在何方 May 17 @ 12:27am 
Excuse me,DNA storage bank cannot placed at the position where the wall light is.Can it be improved please?This will greatly optimize the layout of my genetic buildings.:isaac:
knots6 May 11 @ 7:17pm 
Is there a way to get the numbers on a certain implants at every quality specificly I would like to know the quality to production rate of the ovipostior and the muffalo mammeries at specific rarities
MysticalCyan May 4 @ 6:38pm 
Is there a way to intentionally botch creating a creature? I.. Kinda wanna make fleshlings as pets and do my best to make those little balls of goop happy
DerpyCharizard May 2 @ 8:31pm 
I checked the GTG Orbital Trader mod and it says that they fixed the VGE incompatibility? Maybe it's safe to remove the incompatibility tag with this mod now?
Sarg Bjornson  [author] Apr 30 @ 11:15am 
Nope
frickelas Apr 30 @ 10:25am 
i forgot can you extract genes from hybrids?
weisspure Apr 26 @ 3:31pm 
@Sarg
No worries and thanks for taking a look at my request. I love the mod by the way!
Sarg Bjornson  [author] Apr 26 @ 1:59am 
They all have their specific behaviours. Part of the appeal of the mod is to make new ones and discover them
Silas Apr 26 @ 1:48am 
Im sure this is a stupid question but, what's the purpose of the hybrids? Just combat or do they get specific yield bonuses?
Eng-Chasers Apr 25 @ 10:03pm 
Thanks for the explanation! This is a very good mod and fun.
Thanks again for the mod, Mr. Sarg !
Mr Monti Apr 25 @ 1:07pm 
@eisspure @Sarg Bjornson

Thank you for the information, at least i know I don't have to mess with my modlist. Any chance there will be an update to allow Creep modifications? Or an overall integration with Anomaly to add maybe dark/unnatural genomes? I imagine the VE team is busy with their newer stuff so an older mod like this isn't as important on the list.
Sarg Bjornson  [author] Apr 25 @ 10:07am 
@weisspure: Yeah, this mod is waaaay older than creepjoiners hehe. Btw, thanks for your PR

@Eng-Chasers: All hybrids have their own stat system, I doubt scenario tweaks would affect them
Eng-Chasers Apr 25 @ 10:02am 
The paragon, or at least Muffalo paragon seems to not have their stat subjected to scenario stat multiplier, I tested with only Vanila Framework, Genetic expanded, Rocketman and Fish, confirmed that at the least, their mass carry capacity is constant despite any setting in senario.
weisspure Apr 25 @ 9:10am 
@Mr Monti, I had that experience myself with just Core game + DLCs and Vanilla Genetcs + VEF.

No idea if it's a bug or Sarg's current intended design (this mod was written prior to Creepjoiners existing) but I don't think it's a conflict with something else you have installed.
Sarg Bjornson  [author] Apr 25 @ 6:53am 
I think I definitely pushed the wrong folder, then. Those are changes we are making to swap from Item Processor to Pipe System. They won't really work properly without the changes to VE Cooking too!

Let me repush
[JdG] Pejman Apr 25 @ 6:49am 
For instance recipe VCE_ParaMilkIntoCheese used to yield 20 VCE_ParaceramuffaloBrie

and current version it yields 25 VCE_Cheese and the def for VCE_ParaceramuffaloBrie is gone.

The old versions are still in the 1.5old folder
[JdG] Pejman Apr 25 @ 6:45am 
all the singular cheese from hybrids (stuff like VCE_GreenCheese or VCE_ParaceramuffaloBrie) were gone from the patches (at least notepad++ didn't find any matches and the game threw red on save load for missing defs)
Sarg Bjornson  [author] Apr 25 @ 6:40am 
Ok, on second thought, I have no idea what you are talking about... The update I pushed wasn't changing cheese at all
[JdG] Pejman Apr 25 @ 6:31am 
thanks for leaving the "old" folder in there so I can replace :O.

CHEESE
Sarg Bjornson  [author] Apr 25 @ 6:27am 
NoMy bad, that update isn't ready yet... I will roll it back
[JdG] Pejman Apr 25 @ 6:25am 
Did you merge all the different cheese into one ?? why ?? I like many cheese :O.
I play this cheese for the love of the game. I mean I play this game for the love of the cheese.
[JdG] Pejman Apr 25 @ 6:22am 
By Sheogorath, where is my godamn cheese ??
Mr Monti Apr 23 @ 10:31pm 
From a little testing, it seems Human Implants can't be put into Anomaly Creepjoiners. Is this intended as to not make them more powerful? If not I may have some mod conflict somewhere.
Bookwyrm Apr 19 @ 10:54am 
If you don't mind, do you care to explain the details?
Sarg Bjornson  [author] Apr 18 @ 11:17pm 
Yes
Bookwyrm Apr 18 @ 5:37pm 
Does the quality of the craft increase the quality of the implant? Say for example a production specialist making a "masterwork" good muffalo muscle. Only asking because either that is the case or my colonist used a very expensive genoframe for +5 carrying capacity.
Sarg Bjornson  [author] Apr 17 @ 10:54pm 
They need to be patched
knots6 Apr 17 @ 6:27pm 
is there a way to edit creatures from other mods to have certain genomes like taking turtles from the Mario Mod and making them be harvestable for reptile genomes
Sarg Bjornson  [author] Apr 17 @ 12:20pm 
No
Bookwyrm Apr 17 @ 12:13pm 
Does the chemfuel heart and stomach require chemfuel to continue functioning? It seems like simply a better alternative to bionics.
KC Apr 15 @ 11:21pm 
ah my bad
love the mod btw
Sarg Bjornson  [author] Apr 15 @ 11:02pm 
Not our doing, then
KC Apr 15 @ 5:22pm 
yes
Sarg Bjornson  [author] Apr 15 @ 9:15am 
Do you use CE?
KC Apr 15 @ 8:49am 
the venom strikes also penetrate shields even though they seem to be a ranged attack
KC Apr 15 @ 8:47am 
is it intended that animals with the venom spit deal enough tox buildup to kill a colonist in 1-2 hits even at poor quality? I have a decent amount of mods so it could be an issue with that
weisspure Apr 12 @ 6:08pm 
Understood, thanks for confirming
Melkor Apr 12 @ 1:07pm 
rimworld devs def took notes from this
Sarg Bjornson  [author] Apr 12 @ 5:54am 
Yes, I have seen it, it's just a low priority bug
weisspure Apr 12 @ 5:53am 
Hi Sarg, not sure if you've seen but I've submitted a PR for that bug where the quality hediff for hunger not being applied to hybrids that weren't spawned from the electrowomb (whether hatched or born).

I didn't wanna bother you with it but not sure how often you check the repo.
camcu Apr 8 @ 4:19pm 
Theres an incompatibility with GTG Orbital Traders
Citizen 2-35 Apr 5 @ 8:27am 
@Artig0 They have their own building folder called 'Genetics' and is therefor not in Biotech
Artig0 Apr 5 @ 7:36am 
Hi great mod been using is for years, but having a weird bug or possibly an issue on my side not sure - I can't find the genomorpher anywhere even after researching the tech and trying with dev mode. I also am not seeing them spawn in labs anywhere.

I deleted the mod from the workshop folders and resubscribed to it, but it's not anywhere in the Biotech section. Hoping it's an easy fix.
Sarg Bjornson  [author] Apr 4 @ 11:01pm 
Welcome to the wonderful world of hash collisions: https://ludeon.com/forums/index.php?topic=48267.0
Citizen 2-35 Apr 4 @ 1:19pm 
It appears that a several bearman corpses has appear on my underground scanner and I have no idea how to remove these, as using a deep drill on it does nothing.