RimWorld

RimWorld

Vanilla Genetics Expanded
3,268 Comments
Sarg Bjornson  [author] Sep 23 @ 2:32am 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot Sep 23 @ 2:28am 
I just tried it without any other mods, and it worked fine. I'll try it a few more times though.
Sarg Bjornson  [author] Sep 21 @ 11:01am 
I need someone to check if the error happens with only this mod. So far no one has reported so
Voodoo Child Sep 21 @ 10:55am 
im not sure what you want when there is no error text. You want my mod list is that it?
i have literally no way of actually being able to help you find the issue
Sarg Bjornson  [author] Sep 21 @ 8:40am 
Ah, "+1", that certainly helps me a lot to understand what is failing there! That was the missing piece!
Voodoo Child Sep 21 @ 8:12am 
+1 on the dissappearing electrowomb issue
Sarg Bjornson  [author] Sep 19 @ 10:54pm 
Hybrids
valacar Sep 19 @ 5:46pm 
I don't know what is causing this but, when I select the DNA Bank, and pick the genome, then select animals to harvest. It pops up No colony animals have this genome. I have 5 boomalopes in my barn, and have selected Boom genome. But it isn't detecting.
Deathpaw Sep 19 @ 12:46am 
Disappearing Electowob issue as well. I tried Say10's advice about pawn standing exactly in the circle and it appears to have worked. I've moved mods around in an attempt to solve as well with no luck.

Definitely tied to pawn position at time of interaction.
bing bong 멍청한 병신 Sep 17 @ 7:28pm 
how do you get pelts ?
it says it comes from this mod
theredfox71 Sep 14 @ 5:42am 
alpha animals?
Vragerr Sep 9 @ 5:35am 
can you add check quest not null to genetic rim before SendLetterQuestAvailable ?
Sarg Bjornson  [author] Sep 7 @ 9:51am 
No problems of that kind here
小月猫 Sep 7 @ 9:11am 
theres issues with Icons in this mod, several ability name and 3 ideology precepts dont load their icon in correctly, so whenever a pawn spawns with either an ability or ideology with that issue the game crashes
Chubon Sep 5 @ 8:06pm 
How come there isn't a command to cancel a pawn/colonist from inputting any more genetic animals into the DNA storage once they're full? I was adding animals to my DNA storage bank designated for a Colossal genome and although I've filled it up with a Colossal Paragon, my colonists kept trying to add my Thrumbears into it.
Sarg Bjornson  [author] Sep 2 @ 9:43am 
No, you have a bug. A lot of people are reporting it, but unless you can give me steps to reproduce it with only this mod, I assume it is a mod conflict
okaydizzle on twitch Sep 2 @ 8:55am 
is the electrowomb supposed to be single use? they keep disappearing if i use the same one more than once
Fjant Sep 1 @ 10:18am 
This is the first mod for this game where i'm actually wondering if science is going too far.
You're not supposed to be able to rotate the Genomorpher or the Electrowomb (either size.)
Say10 Aug 26 @ 5:06am 
*Both Genomorpher and L. Electrowomb are facing south, I cannot rotate the womb for some reason?
Say10 Aug 26 @ 5:05am 
Dissapearing electrowomb - i think it's tied to pawn's orientation when he inserts the growth cell.
My setup is Genomorpher and L. Electrowomb attached between it's bottom left corner and 'use' circle. In this case pawn often approach womb from the side, and when he is not standing in the circle womb seems to dissapear almost every time.

I also have nicsk's problem with mech abilities.
While mech trumbo and chichen works as intended using bear's or boomaloope's special attack make my screen shake and nothing happens.
Sarg Bjornson  [author] Aug 22 @ 12:46pm 
No
Brent Kerman Aug 22 @ 8:45am 
Ok...so what is that radius? And is there any other way to reveal them, like with Anomaly flares?
Sarg Bjornson  [author] Aug 22 @ 7:21am 
Threats in labs trigger on a radius
Brent Kerman Aug 22 @ 6:57am 
I might be having a bug, or it might be intended. I go to a lab quest, and I clear it with my heavy combat pawns. Then I send in the less-heavy guys who can do construction and hauling to loot the place. Invariably, some new threats randomly appear in cleared rooms. Is this a bug, or is that intended?
nicsk Aug 21 @ 10:57pm 
Hi,

Really like your mod! I just noticed that I can’t get the mech animals to use their abilities – they just stand there indefinitely until I undraft them. Is there something I can do?

Thanks again for the great work!
Ramming Speed Aug 20 @ 2:21pm 
Thanks for replying, i will see what I can do :steamthumbsup:
Sarg Bjornson  [author] Aug 20 @ 2:08pm 
I can't fix that bug unless you give me steps to replicate it using only this mod
Ramming Speed Aug 20 @ 11:09am 
disappearing electrowomb bug still present, no error message. sorry for not being able to give more info :shodan:
Öffentliches Ärgernis Aug 20 @ 2:00am 
Ok, thanks! Just had the impression that any kind of animal could be used to get some genomes.
Sarg Bjornson  [author] Aug 20 @ 1:59am 
None of those correspond to the genomes that are available for extraction in this mod
Öffentliches Ärgernis Aug 20 @ 1:55am 
At least Camels, Hippoptami and indian elefants
Sarg Bjornson  [author] Aug 20 @ 1:50am 
Which animals
Öffentliches Ärgernis Aug 20 @ 1:44am 
Is it correct or some kind of bug/mod conflict/wrong loading order that the animals from Vanilla Animals Expanded do not have extractable genomes?
Sarg Bjornson  [author] Aug 19 @ 10:18am 
All the combinations GR had are here. We only removed some paragons
amm90 Aug 19 @ 10:16am 
And did you ever try it? I remember some really crazy combinations.
Sarg Bjornson  [author] Aug 19 @ 10:09am 
That was my original intention, until I calculated that the game had 49 different animals at the time. 49*49 is more or less 2500 combinations, which meant 7500 graphics...
amm90 Aug 19 @ 10:07am 
So I apologize, I remembered that you could mix any animal, then my memory must be failing me.
Sarg Bjornson  [author] Aug 19 @ 9:52am 
No, it has always been locked to genomes
amm90 Aug 19 @ 9:45am 
I might be mistaken because I played it a long time ago, but couldn't you mix, for example, a squirrel and a trumbo? Not the rodent genome, or a rat and a trumbo, and another combination would come out.
Sarg Bjornson  [author] Aug 19 @ 9:17am 
This mod IS Genetic Rim
amm90 Aug 19 @ 8:12am 
Is there a mod more similar to Genetic Rim? I like this mod, but I'm looking to combine powerful animals like a Trumbo and a Hive Queen, or a Megachicken and a Trumbo.
Chocolate Dust Aug 17 @ 2:11am 
disappearing electrowomb bug is still present. no error message at all. it straight up just disappears
Aargh Tenna Aug 14 @ 11:11am 
BTW What fixed it for me is complete restart - quit Rimworld completely, start again, load save and it works. HTH.
Aargh Tenna Aug 14 @ 10:46am 
Also just got disappearing electrowomb bug with muffalo paragon + fertility booster on a legendary frame I bought from traders. But I do not have More Skilled Animals mod, so it has to be something else.
Sparkasaurusmex Aug 12 @ 4:54pm 
I got the disappearing electrowomb bug with no error reported. Removing [WYD] More Skilled Animals mod fixed this for me.
Molay Aug 12 @ 4:19pm 
Perhaps sale of animals would also fit nicely with the theme.

Particularly though, him being willing to buy more things (drugs, regular genes) would already make him as useful as any other trader, as you can always grab some components this way. Currently he's very hard to trade with if unestablished and feels like a bit of "bad trade event" for much of the early game, and only an okay event once you get animal genetics rolling.
Molay Aug 12 @ 4:17pm 
Archite capsules is another gene related item that he could logically carry. Perhaps consider also allowing drugs, as that's generally speaking a universal trade good. What might be pretty cool is if he potentially sold slaves that have gentic implants from the mod.
Can't think of much else that would really fit the name of genetics supplier, but those additions would make him a lot more versatile.
Molay Aug 12 @ 4:17pm 
@Sarg Would you please consider enhancing the genetics supplier orbital trader a little bit? By that I mean, increase it's range of goods. As it stands, unless I'm deep into the animal genetics stuff, this orbital trader is a bit of a dud and takes up an orbital trader event.
A logical addition I think would be (regular biotech) genepacks, both selling and buying if biotech is enabled. I could also think him selling deathrest capacity serums would be a logical addition.
Further I think he should probably carry some implants from the mod, mostly those destined for animals, and perhaps a couple destined for colonists.
Sarg Bjornson  [author] Aug 12 @ 6:34am 
What