RimWorld

RimWorld

Alpha Genes
2,750 Comments
kahvipensas 8 hours ago 
Is there a way to restrict which minerals Lapis are allowed to eat? Food policies don't work, as they only include things normal pawns can eat. I've stopped using Lapis pawns entirely, because they keep eating my stockpiles of things I want to use for other things.
Enverex 15 hours ago 
The game seems to be using my custom (exotic marked) xenotype frequently when generating dead people in various scenarios. Xenotype Spawn Control shows the xenotype set to 0 in every single place I've checked so... why is this happening?
Gerewoatle Aug 1 @ 12:34am 
@Eclipse - Only if they have a chance to explode in the middle of lovin'.
Eclipse Jul 31 @ 11:23pm 
Boomalope-like xenotype please
Visoth Jul 31 @ 12:01pm 
I would like to make a suggestion to have the "Deadlife Dust Producer" gene be restricted to only happen while drafted. It makes hunting with difficult, because it immediately resurrects anything you hunt as a Shambler.
Предплечье Jul 31 @ 2:03am 
So is there an actual description on forsaken and all that's made for them? What are those plants, what are those armor/weapons. What's a forsaken crag? I've found no actual info on the web(
Dillinghvm Jul 30 @ 10:38am 
Is the forsaken armor going to be updated to have vac resistance, it feels weird to have a race that can terraform planets creating a forsaken crag to not be able to have space safe armor
Aargh Tenna Jul 29 @ 5:26pm 
Also, gray pall vents do not play nicely with forsaken knowledge iMHO. They cause mood penalties even if you have genes that make you OK with pretenatural darkness. Just a bit illogical IMHO.
Aargh Tenna Jul 29 @ 5:20pm 
night striding does not work with darklight. Admittedly not this mod's fault, but still. Darklight sources cause 50% movement penalty, notably darklight fire pit. Also, VFE Tribals insist on using campfire instead of darklight fire pit. All that combined borks night striding idea IMHO.
Bosh Jul 29 @ 5:11pm 
I've not tested it with only this mod because I can't be bothered to reload all my custom xenotypes but I'm 90% sure that it's something to do with Xenotype Spawn Control, how it can handle the xenotypes of new pawns arriving in your colony, and the method mods like this use to create unconventional "births". I remember some similar bug happening with the Phytokin and their Saplingbirth gene. Oh well.
Sarg Bjornson  [author] Jul 29 @ 2:14pm 
I am the Deadlife guys...
Dal290 Jul 29 @ 11:19am 
@Sarg Bjornson true, I respect that view, but they have a "death pit" that constantly spawns zombies, all with a random chance of exploder, acid, tough, ect. When the exploders would "expire" they would burn everything, failing the quest.

I did disable it, but consider thinking of the interaction between these two things, or talk with the deadlife guys, I fixed it in my playthrough, but others might uninstall your mod, or theirs assuming its "too OP" and not figure out the interaction has a fix.
Sarg Bjornson  [author] Jul 29 @ 10:22am 
@Dal290: Working as intended. Use mod options if you dislike it

@Bosh: Can you replicate with only this mod? Sounds like a mod conflict
Bosh Jul 28 @ 11:48pm 
Got a weird bug, the asexual fission offspring of fleetkind sometimes generate with the endogenes of a random custom xenotype as well as the normal fleetkind genes. Sometimes they don't. I dunno. Doesn't give any errors afaik.

Generated with custom xenotype genes:
https://gist.github.com/HugsLibRecordKeeper/1c6cd23234164e528e76191036c80132

Generated normally:
https://gist.github.com/HugsLibRecordKeeper/1764c72fceff10fae214d101a1fe6c9d
Gerewoatle Jul 28 @ 8:35pm 
@Dal290 - That's not "playing horribly" that's making Deadlife actually feel like an apocalyptic hell-scenario.

Opinions may differ, I assume.
Dal290 Jul 28 @ 8:16pm 
Hey I don't know who to warn about this. Your mod plays horribly with Deadline Vanilla Expanded. It gives the dozens of random skeletons that spawn random exploder genes, and it catches the entire complex on fire, and creates un-managable walls of juiced up super zombies with random genes.

Friend figured out that was what was going on, I couldn't dive into any bunkers for some time until the interaction was noticed and the random shambler genes turned off
Zrg Jul 28 @ 1:18am 
is the melee claw bonus for efreets only working when the pawn is unarmed, or can I arm him with a weapon as well?
feet shoe Jul 27 @ 9:59am 
the thalassophobia gene seems to be very wonky, activating even when my colonists are nowhere near water at all and while its not raining. perhaps it should check for line of sight to a water source for the break?
kequilla Jul 26 @ 6:08pm 
Lapis prisoners aren't eating steel I've supplied right to their cell.
Kooks Jul 26 @ 3:38pm 
@Fluffer Xenotype Spawn Control is the mod you are looking for!
Fluffer Jul 26 @ 11:57am 
Hello, its impressive to see the amount of content in this mod. Tho I cant find any mod option to disable individual xenotypes from appearing in the world. Is there a way to do that without having to edit the mod myself?
Sarg Bjornson  [author] Jul 25 @ 11:03am 
Sure
FermentedDog Jul 25 @ 10:39am 
Are there any plans to add new xenotypes?
Ahlzen Jul 25 @ 5:14am 
Is the "Sting Parasitic Eggs" gene similar to the archite gene that, if you have that xenotypes genes set to be able to be inherited than it won't function as intended?
I was trying to make a swarm of violent insectoid colonists to pair alongside a playthrough of Vanilla Factions Enhanced - Insectoids 2 and took that but wanted to have the male and female variants lay eggs inside of a singular host (parasitic pregnancies basically) but both ways of procreation gave me half-baked versions (at best) of my custom xenotype. 2 of the offspring born from eggs (not using the stinger) came out with 1 ability each of the xenotypical parent from a baser secondary and the one born from stinger involved gestation came out as a pig person... no abilities, just a pig person.
Leonardo Jul 24 @ 10:48am 
Lapis xenotype cannot be fed if they're unconscious, leading to a loop of a pawn trying to feed them minerals, and nothing happening. Eventually they just die.
bolgminton enjoyer Jul 24 @ 12:16am 
with Odyssey adding vacuum resistance and drastically increased cold insulation to the powered armours, do you plan to add those changes to the Forsaken armour? or is it an intentional differentiation?

either way, really enjoying using the mod :)
Bombonito Jul 23 @ 2:54pm 
I got into rimworld recently and asked my mom what should i make a colony of, and she suggested I made a colony of really lazy photosyntetic fairies (because they're so lazy they can't be bothered to eat) and thanks to this mod I could do that, thank you!
I think this is one of my favorite mods because it has so many cool and interesting genes and it really allows me to make funny creatures, so yippee!

also the slug people you made are awesome i love them
酒精杀手 Jul 23 @ 8:48am 
Machine translation: Increasing the control range of genes can cause significant frame drops when selecting and recruiting mechanical bodies
vortexhelios320 Jul 21 @ 6:43am 
My Lapis children don't seem to be automatically eating metal when they need to. Is there a setting I might have missed?
CHMURFwho Jul 21 @ 5:26am 
add necromorphs
Sanakara Jul 20 @ 4:09pm 
Hello. "Flesh spitter" has a minor typo in the description: "thaT". Just wanted to mention it, that it can get corrected. thx for the great mod.
stups Jul 20 @ 1:51pm 
An imprisoned Lapsis throws this excepttion. They are also paralyzed if that's important.

JobDriver threw exception in toil ChewMetal's initAction for pawn Red driver=JobDriver_FeedPatient (toilIndex=3) driver.job=(AG_FeedMetal (Job_1939488) A = Thing_Steel124016 B = Thing_Human115277 Giver = JobGiver_Work [workGiverDef: AG_AdministerMetal])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref B150FAD4]
at AlphaGenes.JobDriver_ConsumeMetal+<>c__DisplayClass4_0.<ChewMetal>b__0 () [0x00035] in <efbe3f8e2430417d9e8a4ad60f01ae13>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <981a33edf24d499488b0f820d94638e1>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Sarg Bjornson  [author] Jul 20 @ 10:41am 
Report to the Biomes team, not much I can do about that
MagicPurplePony Jul 20 @ 10:40am 
using the pocket plane from this mod completely breaks game infinitely dividing by zero when used with Biomes! Caverns mod. be careful.

tested on a clean game 1.5 without other mods
Jack Konstantine Jul 20 @ 3:05am 
I wanted to warn other users in case they have one and want the other.
Don Santana Jul 20 @ 1:35am 
Just wanted to say thank you for the parasitic stinger implanter, now I can have my xenomorph gameplay :D
Sarg Bjornson  [author] Jul 20 @ 1:01am 
Why are you telling me?
Jack Konstantine Jul 20 @ 1:00am 
Care SCR have hard issues with this mod
Sarg Bjornson  [author] Jul 19 @ 11:35pm 
Expected
Zibrolta16 Jul 19 @ 10:34pm 
Anyone else's game lagging when a pawn's mechanoid control radius is being displayed? Dubs analyzer shows highest impact from this mods harmony patch pointing at the mechanitor gene that was on the said pawn. Noticeable TPS drops but only when the control radius is visible.
팥밥 Jul 19 @ 10:19pm 
I think raid presence gene is not working now....
Dremarian Jul 19 @ 1:12pm 
Hmm... Might be an interaction thing, but I just 'Frostbite' damage with the gene Cold Immunity. :( I'm not seeing it near the acid damage multiplier on the character sheet anymore.
tsuzumi Jul 19 @ 7:43am 
Limb Regeneration seems to conflict with Organ Regeneration from Pig Skin
happy sisyphus Jul 19 @ 5:56am 
@Kirrouk I agree, not being able to land the grav ship at the bio labs is really unfortunate.
Jack Niggleson Jul 18 @ 11:32am 
Is there a way to control which xenotypes spawn? I love 90% of what AG adds, but would prefer to nix some of the goofier/more OP xenotypes like the forsaken.
Don Santana Jul 18 @ 8:01am 
The "Parasatized by ..." mood expires after 60 days but the gestation takes 15 days. That is diabolical xD
Baron Von Gibon Jul 17 @ 5:37pm 
Ok you got a laugh from me with the gene descriptions, gj. Good mod, too.
SiCall Jul 17 @ 3:55pm 
Limb Regeneration doesn't work when pawns lose the entire leg or arm, as it will only become cut off (fresh) and start to bleed again, but not actually regenerate. Works fine for fingers and lesser stuff.
MMorin Jul 17 @ 12:33pm 
love it, any chance on updating the forsaken armor to have vac resistance?
Mr.S Jul 17 @ 10:50am 
I like this mod very much, but there are two things I would like you to add:
1. On the summon mechanoids ones you should add ''But I can deconstruct them to get free subcores!'' and then the single player thing like the the decreased bandwith one.
2. Wings should be separated into 'No wings', 'Has wings', the style of the wing (with either random or a default wing), the malformed wing and then the gasbags, as all of them, excluding the malformed wing and gasbags, are entirely identical. Just some formating I'd like
But you do you, I can't decide what you do or don't do