RimWorld

RimWorld

Alpha Genes
2,968 Comments
Noisy Koi Dec 11 @ 1:48pm 
according to the 1.6 mods folder:
Alpha Animals
Alpha Biomes
Anomaly DLC
Royalty DLC
Medieval Overhaul
Vanilla Animals Expanded Waste
Vanilla Insectoids Expanded
VRE Android
VRE Fungoid
VRE Insector
VRE Phytokin
VRE Sanguophage
Sarg Bjornson  [author] Dec 11 @ 10:58am 
Oi, are you volunteering, Koi? XD
Noisy Koi Dec 11 @ 10:57am 
any chance a straight forward list of mod compatibilities could be added to this page? would be easier than sifting through all the images to figure out which other mods add what other content
justAnder Dec 9 @ 7:14am 
Can we get chimera gene that removes cap on both normal and archo genes?
Would be cool to be able to make absolute power house of a mutant
Knight Dec 8 @ 9:21am 
In the UK so I cant see any of the pictures, the Gene Remover, how does it work, bc I used it on someone, a lot of blood but nothing else happened?
Serina Dec 8 @ 8:08am 
if I may make a request, could really use a gene like VE Saurid pheromones
crystal-hunter Dec 8 @ 7:25am 
when metal-eaters try to eat any metal that is not steel, it gives an error.Tried to do PickupIngestible toil with job.count = 0
NebuTheDragon Dec 3 @ 8:10pm 
I feel like the spinnerette ability is SUPER underpowered. you can use it ONCE every THREE HOURS for ten pitiful seconds of stun...can we decrease the charge time? or increase the stun? pls?
lnodiv Dec 2 @ 5:34pm 
I dream of the day we get a xenotype based on the arcturan sky eels. Space-dwelling xenos with eel skin, rapid healing, and that cause heart attacks by punching you. The dream, really.
Sarg Bjornson  [author] Nov 29 @ 4:36am 
I did. You know, the only person whose opinion matters in this issue
lobotomite Nov 29 @ 4:35am 
who tf asked for those forsaken guys, its so annoying to have all of those crafting benches and other trash cluttering my menus
EvilxDabzx Nov 28 @ 11:14pm 
Sarg I believe it was due to incompatibility with "Joe's DND xenotypes" i think.. but I just downloaded the "Character Editor" Mod so this issue is solved for me now. Sorry about all that
Sarg Bjornson  [author] Nov 28 @ 10:56pm 
Not caused by this mod
EvilxDabzx Nov 28 @ 10:42pm 
Hi, i'm encountering an issue where not all of the genes show up in the dev menu. Like some do but then it looks like they get cutoff and it's a black screen i can scroll down
-=GoW=-Dennis Nov 28 @ 3:40am 
You were correct, the first verify files broke it, the second fixed it. Weird.
Sarg Bjornson  [author] Nov 28 @ 2:55am 
No, you have some corrupted files. The last framework update didn't touch audio at all
-=GoW=-Dennis Nov 28 @ 2:52am 
Anyone else getting this since the last VEF Update?

Exception loading UnityEngine.AudioClip from file.
absFilePath: D:\Programme\Steam\steamapps\workshop\content\294100\2891845502\Sounds\AG_GrowlingVoice\Call\AG_Pawn_Growling_Call_b.ogg
Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00008] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].set_Item (TKey key, TValue value) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RuntimeAudioClipLoader.Manager.SetAudioClipLoadState (UnityEngine.AudioClip audioClip, UnityEngine.AudioDataLoadState newLoadState) [0x00000] in <46372f5dadbf4af8939e608076251180>:0
nex Nov 27 @ 9:52am 
fair enough..
Sarg Bjornson  [author] Nov 27 @ 9:49am 
If it only affects babies, I'm not terribly boethered
nex Nov 27 @ 9:47am 
is there something that can be done about the greater toughspikes gene?

because if a baby has that gene the spikes are not scaled to the size of the baby and you get something like this:
https://imgur.com/a/Dd3FsqN
Sarg Bjornson  [author] Nov 27 @ 7:28am 
I can't give you any answer with that little info. You click a pawn, and the tool transforms a xenogene into an endogene, or viceversa
shotgun Nov 27 @ 6:44am 
how do you use the genefiers? when i click a target to use t nothing happens
Sarg Bjornson  [author] Nov 25 @ 11:23pm 
As you make them
sk4p3g04t Nov 25 @ 2:37pm 
Will custom xenotypes start spawning in the factions as I make them or do they have to exist prior to starting a new game?
Sarg Bjornson  [author] Nov 25 @ 12:38pm 
Yep
Sheepish Nov 25 @ 12:30pm 
Is it hard to do? I don't really know how pathfinding works in rimworld so if it's like really hard to do then I'll take your word for it
Friend Nov 25 @ 4:11am 
is there a gene where a pawn can regenerate limbs, organ, and superfast healing wound?, I wanna create Vampire With super healing power and grow limbs fast in the middle of fight. But easily dies by sunlight or fire
Sarg Bjornson  [author] Nov 24 @ 11:00pm 
Are you volunteering to change one of the hardest parts of the game to change? :)
Sheepish Nov 24 @ 4:49pm 
Is there any way for pawns with wing genes to have their pathfinding updated? because as it is now they'll still choose terrain with the least movement cost even though it doesn't matter to them
Agent Washington Nov 23 @ 11:36pm 
Can the genetic tools be bought or only found as a quest reward?
Boomat Nov 23 @ 2:56pm 
or the neriod one
Boomat Nov 23 @ 2:51pm 
why cant i plant in the grey pocket dimension
Sarg Bjornson  [author] Nov 21 @ 9:14am 
I mean, if they belong to a custom xenotype they will appear in raids from the factions this mod adds. The mod itself doesn't add random genes to raiders. Except shamblers!
Salep Nov 21 @ 8:22am 
"They can also be ripped out of enemies, of course!"
hi, is that mean pawns that are generate for raids, can have this alpha genes too?
Sarg Bjornson  [author] Nov 19 @ 10:56pm 
No idea
AOITAKA Nov 19 @ 8:25pm 
I tried to buy some archite gene remover by using contract feature from VFE trading but never get them. Is it a bug I should report or it is just a feature for game balance reason?
Altogolik Nov 16 @ 3:49pm 
It would be really cool if the pocket dimension could be linked to a gravity ship (currently it chooses a random point on the map) and sometimes after traveling on a gravity ship a bug occurs and the character has nowhere to return to, he simply disappears from the game)
Altogolik Nov 16 @ 3:46pm 
I really like this gene and I always take it for my solo character, please help
Altogolik Nov 16 @ 3:45pm 
Please add the ability to upload everything from the pocket plan to a selected point. It's very inconvenient to run back and forth uploading everything. This feature is really needed.
obsidian29 Nov 12 @ 11:35pm 
Sweet, that was what I hoped for. Thanks!
Sarg Bjornson  [author] Nov 12 @ 10:57pm 
Just Fungoid's
obsidian29 Nov 12 @ 5:08pm 
I'm a little confused. I can't find the documentation for Gene Infection Immunity, though its background sure looks like it's from this mod. If it is indeed: does it prevent all gene infections, including sanguophage implantation, or just the fungoid infections? Does it prevent egg implantation parasitic stingers?
Sarg Bjornson  [author] Nov 11 @ 11:02pm 
They add attacks
Vond Nov 11 @ 10:59pm 
In hindsight. Scyther blades and chainsaws are likely purely cosmetic. I just had power claws on the unit in question. Unless they do add attacks, i dunno, but looks great on ghouls
Sarg Bjornson  [author] Nov 10 @ 8:30am 
huh?
slipstream1993 Nov 10 @ 7:30am 
I'm saying when I was trying to use it, I could not add anything such as prosthetics
Sarg Bjornson  [author] Nov 5 @ 12:34am 
Without a log, it's always the fault of either leprechauns, or the Unseelie Court
Shadow Nov 4 @ 11:47pm 
i tried to use resurrect ability on Malachai on a dead Efreet colonist, but not only did it not work, the efreet "disappeared" and the ability is set on cooldown. Any idea why?
Sarg Bjornson  [author] Nov 2 @ 1:36am 
Probably a change after the doc was made
Vond Nov 2 @ 12:52am 
It seems to list them as cosmetic
At least for the chainsaw hands and scyther blades
Even though they have both a complexity and a metabolism attached to them
As well, I could remember they had some stats attached to them, especially with the combat text
Though I could just be wrong