RimWorld

RimWorld

Vanilla Genetics Expanded
3,092 Comments
Sarg Bjornson  [author] 3 hours ago 
Nope
frickelas 4 hours ago 
i forgot can you extract genes from hybrids?
weisspure Apr 26 @ 10:31pm 
@Sarg
No worries and thanks for taking a look at my request. I love the mod by the way!
Sarg Bjornson  [author] Apr 26 @ 8:59am 
They all have their specific behaviours. Part of the appeal of the mod is to make new ones and discover them
Silas Apr 26 @ 8:48am 
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 26 @ 5:03am 
Thanks for the explanation! This is a very good mod and fun.
Thanks again for the mod, Mr. Sarg !
Mr Monti Apr 25 @ 8:07pm 
@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 @ 5:07pm 
@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 @ 5:02pm 
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 @ 4:10pm 
@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 @ 1:53pm 
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 @ 1:49pm 
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 @ 1:45pm 
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 @ 1:40pm 
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 @ 1:31pm 
thanks for leaving the "old" folder in there so I can replace :O.

CHEESE
Sarg Bjornson  [author] Apr 25 @ 1:27pm 
NoMy bad, that update isn't ready yet... I will roll it back
[JdG] Pejman Apr 25 @ 1:25pm 
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 @ 1:22pm 
By Sheogorath, where is my godamn cheese ??
Mr Monti Apr 24 @ 5:31am 
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 @ 5:54pm 
If you don't mind, do you care to explain the details?
Sarg Bjornson  [author] Apr 19 @ 6:17am 
Yes
Bookwyrm Apr 19 @ 12:37am 
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 18 @ 5:54am 
They need to be patched
knots6 Apr 18 @ 1:27am 
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 @ 7:20pm 
No
Bookwyrm Apr 17 @ 7:13pm 
Does the chemfuel heart and stomach require chemfuel to continue functioning? It seems like simply a better alternative to bionics.
KC Apr 16 @ 6:21am 
ah my bad
love the mod btw
Sarg Bjornson  [author] Apr 16 @ 6:02am 
Not our doing, then
KC Apr 16 @ 12:22am 
yes
Sarg Bjornson  [author] Apr 15 @ 4:15pm 
Do you use CE?
KC Apr 15 @ 3:49pm 
the venom strikes also penetrate shields even though they seem to be a ranged attack
KC Apr 15 @ 3:47pm 
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 13 @ 1:08am 
Understood, thanks for confirming
Melkor Apr 12 @ 8:07pm 
rimworld devs def took notes from this
Sarg Bjornson  [author] Apr 12 @ 12:54pm 
Yes, I have seen it, it's just a low priority bug
weisspure Apr 12 @ 12:53pm 
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 @ 11:19pm 
Theres an incompatibility with GTG Orbital Traders
Citizen 2-35 Apr 5 @ 3:27pm 
@Artig0 They have their own building folder called 'Genetics' and is therefor not in Biotech
Artig0 Apr 5 @ 2:36pm 
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 5 @ 6:01am 
Welcome to the wonderful world of hash collisions: https://ludeon.com/forums/index.php?topic=48267.0
Citizen 2-35 Apr 4 @ 8:19pm 
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.
Knight Apr 4 @ 8:03pm 
oh.
Sarg Bjornson  [author] Apr 4 @ 6:34pm 
None of the animals have a south facing skeleton
Knight Apr 4 @ 6:16pm 
Womanscarab/Manscarab do not have a south facing skeleton causing the shambler variants to be facing east when walking.
BoSs_391 Apr 3 @ 4:01am 
kinda a shame, i was hoping it would be more like Biotech's whole lactation when a mother births a child, but with the added option to manually milk them, oh well, still a funny implant
Sarg Bjornson  [author] Apr 2 @ 6:16am 
Yeah, they just drop milk
BoSs_391 Apr 2 @ 6:11am 
i knew they produced milk, i was just wondering how to milk them, from my understanding from what i read on a reddit post, it's a time thing and it just happens
Sarg Bjornson  [author] Apr 2 @ 6:01am 
They produce milk. If not, mod conflict
BoSs_391 Apr 2 @ 12:16am 
I'm actually curious what the Muffalo Mammaries do, i installed it to a colonist as a bit of a joke, but i don't seem to be able to do anything with them, unless i'm doing something wrong
lobo92 Mar 29 @ 7:24am 
I will start looking through it. Its odd as Ive used the mod pack for awhile without it happening. Seems to specifically be the genetics traders.