RimWorld

RimWorld

Alpha Genes
2,532 Comments
Xean Apr 30 @ 6:36pm 
Gotcha, thanks.
Sarg Bjornson  [author] Apr 30 @ 6:15pm 
No
Xean Apr 30 @ 5:38pm 
Same goes for the insectoid mutations
Xean Apr 30 @ 5:21pm 
Are the Anomalous genes any harder to find than others? Or perhaps found another way?
Just a Floating Eye Apr 30 @ 2:53pm 
Helixien?
Sarg Bjornson  [author] Apr 29 @ 4:59pm 
Dunno, ask Helixien
Just a Floating Eye Apr 29 @ 4:57pm 
Why do Helixans not have kind instinct gene? Them having such good eyesight yet ugly appearance means a Helixan colony is impossible to keep as they just hate eachother for being ugly. And why the hell do Rimworld pawns hate people for being ugly? It makes no sense, there should be a mod to fix that. Whenever I try to do a Helixan colony they all just become rivals due to their looks.
Aiask Apr 28 @ 9:24pm 
Keep getting 'abandonded lab' questlines with medieval overhaul and loads of tech suppressing mods... how do? Ty
strkrjns Apr 28 @ 2:15pm 
Shamblers not getting any shambler genes. Any other mods mess with this?
Sarg Bjornson  [author] Apr 26 @ 5:58am 
No, the banks are just hardcoded
TheLovelyLilith Apr 25 @ 11:41pm 
Hello, I don't know why but when you have gene banks set to manual selection mode (turning off allow all genepacks, and so you have to tell it which ones to load in) you are unable to select modded genepacks or for some reason I can't. I don't know if I am doing something wrong or if this is a problem, but just thought I would let you know
Naucetaaq Apr 24 @ 6:02pm 
True, what about being able to switch gene references from yours and VRE's? I just like the consistent aesthetic of VRE genes in VRE xenotypes so it's not super major..
Sarg Bjornson  [author] Apr 24 @ 5:55pm 
To be honest, duplicate genes hurt nobody
Naucetaaq Apr 24 @ 5:36pm 
I do not know if this even is a bug, intentional or something else, but I have two versions of total anti-rot lung, one with the alpha changes and one without. My only other genetics mod is the stuff from vanilla races and genetics expanded. Also, just as another note, since I know you also work on the VRE stuff, can we have an option to toggle which gene defs are kept? This would help a lot for not having to redo multiple custom types because they have removed VRE references. Like how if Alpha genes is found by VRE - Wasters, then gaunt body is removed and does not have it's def replaced.
Sarg Bjornson  [author] Apr 21 @ 5:39am 
*Insert handsome squidward meme*
iamnotawindmill Apr 21 @ 3:10am 
Captured a Wretch to farm hemogen from and extract useful genes as she rolled them. After a few years I got a Xenotype Nullifier and decided to use it on her and release her to give her a better life. Didn't check her genes that day and, after using the Nullifier, discovered that he was now permanently male and had the Angelic Beauty trait. 10/10 mod.
Alpharius Apr 20 @ 6:42pm 
thank you for adding these silly genes and races, I love them
I hope to see more from this mod in the coming years
Cheers!
Sarg Bjornson  [author] Apr 20 @ 6:01am 
Nah, it's up to the player to exploit that. If that's the story you want to create, by all means
fgrewsdtxs Apr 20 @ 3:04am 
mech summons leave corpse when they die, can become permanant through gestation. could you fix this gimmick thank you.
Ambir Apr 11 @ 5:11pm 
Is it normal that genepack disruptor seem to always delete archite genes from genepack first? I've used 6 or 7 of those so far and they always seem to ruin my archite genepacks. It says they delete a gene at random, but is it truly random, or does it have other rules it uses?
Vulkandrache Apr 7 @ 9:37pm 
The regeneration genes (minor and archite) were made astonishingly useless
going into 1.5, with the minor variant ticking once per ingame hour.

I have changed these partialy back to their old tickrate in my game.

Was there a perfomance concern that caused this change?
John Darksoul Apr 6 @ 1:04am 
how tf do i keep human eggs alive. i have qa dedicated room set around 30-40 c which is what the information tab said yet it still says ruined by temperature
Wemijei Apr 3 @ 9:36am 
Some genes do not state all the effects in game, it would be cool if they did. I noticed it from the gene pneumatic claw. It only states hand hp increase in game, but document linked above says a lot more
Raiby8 Apr 2 @ 6:31am 
@GwenBlanketSpecter Xenotype Spawn Control 👍
SiCall Mar 31 @ 2:13pm 
Is it intended that Regeneration is not pairable with Limb Regeneration?
The Dutchman Mar 28 @ 8:31pm 
Takes all of 2 seconds to find it when you search xenotype
GwenBlanketSpecter Mar 27 @ 4:03pm 
what is the mod called?
2B Mar 27 @ 4:07am 
Lasiter the Despoiler there is a xenotype disabler mod
Lasiter the Despoiler Mar 26 @ 11:30pm 
i would love the use of the gene tools but do not want to have 20 extra xenotipes, is there a customisation option to disable them from spawning or perhaps a separate lite version of this mod?
2B Mar 26 @ 9:48am 
Sarg Bjornson hey thanks for the reply, do you know off the top of your head what might be causing any of your mods heads to be invisible ?, seems to be anything AG_ related, like AG_male_nerid for example
Sarg Bjornson  [author] Mar 25 @ 3:04pm 
Not with only this mod, you have another mod doing that
2B Mar 25 @ 3:30am 
Slug heads and some others randomly seem to be missing
Vawn Mar 25 @ 1:35am 
love the mod, I've had hella fun making all sorts of imp demons, rock monsters and eldritch beings, however your comments on every other gene are unnecessary and become obnoxious, they don't need to be in game if they are in the google doc. Either way I hope you maintain this mod forever, great work.:steamthumbsup:
GoodGuyRato Mar 24 @ 8:32pm 
Lol gotcha, I suppose I just need to wait longer.

Also, another question. Does dogs eat the eggs once they come out? if so, how do I make sure it does not happen?
Sarg Bjornson  [author] Mar 24 @ 7:25pm 
I don't know, they just need the FUCC
GoodGuyRato Mar 24 @ 6:54pm 
So I'm having a issue where non of my egg laying pawns actually get their eggs fertilized. What am I missing?
Both pawns got fertile trait and yet nothing
niko.k.sam Mar 24 @ 2:17pm 
Anyone know how to make a prisoner with the mineral absorber gene eat his minerals? :/
Tom Mar 23 @ 10:51pm 
These are some awesome changes.
Sarg Bjornson  [author] Mar 23 @ 4:17pm 
v3.3:

- Tweak: changed the way Lapis' rocky bodies and rock spurs work. They now have access to Hulk, Fat and Thin bodies, and the rocky body is coloured according to their skin gene, whereas the head rock spurs are coloured according to their hair genes. The xenotype now has the corresponding skin and hair genes. Currently existing Lapis will look weird, but you can add hair and skin genes to them via dev mode.
- Tweak: many abilities had casterMustBeCapableOfViolence set to false, so they can be used regardless of being capable of violence
- Tweak: Forsaken and Fleetkind will now appear as part of the two xenohuman factions
- Tweak: Limb regeneration will restore body parts to 2 HP instead of 1, as some unknown mod is making the whole mechanic not work. This might help. Probably won't
- Tweak: Ultima fabric items are now burnable
- Tweak: endogenes stinger genes will get rid of the target's existing endogenes instead of adding to them
The Wizard-Jester Mar 19 @ 1:27pm 
Do the regenerator genes affect scars or only "fresh" wounds?
Sarg Bjornson  [author] Mar 19 @ 6:18am 
I swear to god, every one who complains about the Forsaken does so in the most annoying, infantile, cunty way possible XD

Just downvote the mod, stop using it, STFU and don't let the door hit you on the way out!

PS: This is not referring to Reel. I nuked the comment I'm talking about
Reel Mar 19 @ 5:59am 
The Forsaken might be the most best thing i've ever found in a mod.
flyons_gary Mar 17 @ 8:50pm 
Parasitic infection question, is there any way to stop it? Colonist got stabbed with one by mistake and I am unsure on how it could be mitigated.
Lonely Tear Mar 15 @ 8:09pm 
Im a bit confused about Forsaken, or doing something wrong...

They are meant to have unique items and equipment that you can unlock by researching clothes, armors, weapons and so on.. But all of them are shown as "not yet dsicovered"
i have a colony of only Forsakens and im able to grow Ultima-Fiber and other plants unique to them, but despite researching sections where their weapons and items out to be, i cant seam to unlock them.

Am i doing something wrong?
Born Of Birch Mar 11 @ 10:24pm 
Can you add the option for all Shamblers to be plagued?
I love playing on a zombie apocalypse world but it sucks that this makes the shamblers not able to infect anyone.
Tarou Mar 11 @ 4:02pm 
@TACOTONY
I think you can use "Cherry Picker"
https://steamcommunity.com/sharedfiles/filedetails/?id=3230046902
TACOTONY Mar 11 @ 8:48am 
Is there a more piecemeal version of this mod? I just want the mechanitor genes but I don't really like my game taking forever to open because of it
Plati Mar 9 @ 11:58am 
Hi, I have a question, during my gameplay these new genotypes are great but its not showing their heads like Animusen. Trader came to my village and rest of the pawns had heads but aplha genes genotypes didnt so is it normal or how to fix that? thanks
The Waffle that Lurks Mar 9 @ 2:36am 
Hi so i seem to be having an issue with all the Regeneration perks as they seem to heal existing wounds but not missing limbs? Ive tried the Archite Regeneration, Limb Regeneration, and Passive Regeneration but things like cut off legs, hands, or even Toes will not heal or regrow. The only mods im.using are Medieval Overhaul and Vanilla Expanded Psycasts that would have any possible overlap. Are there any known mod conflicts that could be causing these issues?
Target_practice Mar 9 @ 1:20am 
my mineral hungry dwarf ate his plate armour.... he just finished making it and then ate it.. is there a way to tell them not to eat the thing meant to keep him alive?