RimWorld

RimWorld

Alpha Genes
2,584 Comments
Sarg Bjornson  [author] 14 hours ago 
Yes, like any other xenotype: wanderers, drop pods, etc
Xean 14 hours ago 
Can I encounter Forsaken if I don't start with any? If so, where?
Muad'dib Jun 13 @ 11:46am 
@Honkzee Makara you can fix xenotypes not showing up after changing mod list simply by creating new game, load and resave each mod when selecting a pawn then go back to your previous save. It'll now generate pawns with those xenotypes since they match the current mod list/load order.
adlerlitz Jun 13 @ 11:34am 
It's neither a bug nor a suggestion, so I will post this here. I'm playing with Medieval Overhaul (and probably some other mods that add custom ores) and my lapis pawn cannot eat any of these modded metals. Is there a way to "flag" them as valid minerals? I think he should be able to eat iron for example.
zoroththeawesome Jun 6 @ 7:43am 
To go along with the gender genes could we get genes that make it so baby's take fully after the one parent? So if all members of the species are male then the male will pass on 100% of genes to the offspring.
HoNkZeE MaKaRa Jun 5 @ 12:43am 
Ah. Crap. 😅
Sarg Bjornson  [author] Jun 4 @ 11:02pm 
The game only considers custom xenotypes that have been created with a given modlist. Add or remove a mod, and they are no longer valid
HoNkZeE MaKaRa Jun 4 @ 6:43pm 
Found out that when using the Custom Random gene, you have to load every xenotype first. This is a pain in the ass cause i have about 91 xenotypes. Any way around this?
RagingFlower Jun 4 @ 6:24pm 
Is the archite gene Regeneration naturally occurring? It's my white whale at the moment, raided countless labs and frequently shop with the empire/those crazy markets from VE Medieval, no luck
Sad Seto Kaiba in a Window Jun 1 @ 9:35pm 
Just wanted to thank you (and the others that helped) for making such an awesome mod. It truly is one of my favorites.
Muad'dib Jun 1 @ 7:02am 
I have an egg laying gene, pretty sure from this mod. I've found 3 slight issues
1: Baby never does popup for renaming
2: always says 'baseliner'
3: The flagged father sometimes doesn't make sense

Scenario: 1 male has been sleeping with 2 females. First born says mother and father correctly I believe because the genes are a mix of both. Second born says the father is the same base species as the mother but somehow has genes from a different species. 3rd also seems to have mix of genes and says what I believe is the correct father.

There is a chance they are sleeping with different males because of Way Better Romance but that shouldn't change knowing who the father is or affect the egg genetics.
Sarg Bjornson  [author] May 31 @ 11:05pm 
@Niniisan: No, it's one per egg

@SAPPHIRE VELVET: Can't account for other mods' needs
SAPPHIRE VELVET May 31 @ 10:03pm 
my pawns won't take shower(dubs bad hygiene) with unfeeling gene that‘s weird…
Niniisan Of Waterdeep May 31 @ 1:51pm 
Is it possible to edit how many babies get hatched from an human egg? (Yes, sorry, it's me again :c)
Niniisan Of Waterdeep May 31 @ 1:28pm 
Interesting. Either I have no luck despite both my pawns being fertile, either there's a problem. Thank you for your answer!
Sarg Bjornson  [author] May 31 @ 1:18pm 
This mod doesn't change the requirements: they need to get pregnant the vanilla way, and THEN it fertilizes the egg
Niniisan Of Waterdeep May 31 @ 1:00pm 
My oviparous pawns never get fertilized when mating. I don't know why. It stays at 50% where it's SUPPOSED to progress once fertilized, but the fertlization never happen.
Mika May 30 @ 1:54am 
please add a cannibal gene so I can Tokyo Ghoul
cow of french May 29 @ 10:39pm 
holy that is alot of genes :steamhappy:
Cold Terry May 26 @ 2:16pm 
Is there any way I could edit the demographic of the civil and pirate xenohuman factions? I want to include a few races to add to the mix, but I don't want them to dominate the demographics of the factions and drown out the ones included in the mod.
Runay May 25 @ 7:31pm 
Is it compatible with Vanilla Expanded?
Xean May 24 @ 5:49am 
Does the gene remover only remove endogenes?
Sarg Bjornson  [author] May 23 @ 12:54am 
Those aren't random, they are hand-placed in the maps
Wemijei May 22 @ 11:56pm 
The interval of items generated. Some use wealth and some use more fixed intervals. This mod uses some kind of a fixed interval in my experience. Like 2 to 4 genepacks, randomly picked. I want to make it 2 to 5 for reference. Asking this because the loot I get compared to my wealth drops significantly after a while and I do want to farm those gene items. I already made them buyable but the idea of exploring a lab sounds more direct and interesting
Sarg Bjornson  [author] May 22 @ 11:10pm 
Define "loot table"
Wemijei May 22 @ 10:21pm 
Is it possible to edit loot table of abandoned labs? I couldn't do it with rimmsqol. A mod option would be cool for it
andre_watson04 May 22 @ 11:32am 
nevermind, i just had to reload
andre_watson04 May 22 @ 11:28am 
im in my colony that i made
andre_watson04 May 22 @ 11:23am 
uhhh im in the place that i landed, if thats what you mean
Sarg Bjornson  [author] May 22 @ 10:56am 
So... are you in a player settlement...?
andre_watson04 May 22 @ 10:14am 
im trying to use the pocket plane, but it just says im not in a colony map:steamsad:
Sarg Bjornson  [author] May 22 @ 6:01am 
No, it should just be in the architect menu, no matter if you have a colonist with the gene or not
Maty the Fluff :3 May 22 @ 5:40am 
Hello! I have just got my first ever Forsaken colonist but I can't build the forsaken forge even though I have smithing and electricity researched. Is there anything that I am missing?
Sarg Bjornson  [author] May 19 @ 11:01pm 
Yeah, some people get that. No idea why, I haven't been able to replicate it myself
Dopefish May 19 @ 3:32pm 
I added Limb Regeneration to a custom xenotype and for some reason I keep getting "cut off fresh" instead of healing with 2 hp...
Dr Jimothy May 16 @ 4:38pm 
Is it possible to control which genes do and don't show up in Biotech labs?
I'm tryna make it so that the only genes in them are gambling genes that you don't know the outcomes of until you put them in someone, for a mad science inhumane human experiments type run.
Pickle Rick May 15 @ 8:34pm 
Is it possible to get a version of the parasitic stinger that has a 0% chance of absorbing host genetics? I need to keep the bloodline pure.
Exosais May 13 @ 6:53am 
🤦‍♂️Thanks
Sarg Bjornson  [author] May 13 @ 6:50am 
Now go and read ingame what the mod option does
Exosais May 13 @ 6:19am 
Hey,

I was wondering why I was getting so many biotech lab quests? I turned the quest frequency to 0.1 but I'm still getting them every week or so.
Sarg Bjornson  [author] May 12 @ 11:14pm 
It does, yeah. All code is available on my Github, "juanosarg"
Malkav13 May 12 @ 3:45pm 
Hi Sarg Bjornson, great mod! Just a question, does the gene 'Rowdy' actually give recreation in social fights? If so how? I'm trying to create a mod and i dont see how you made it like that.
Sarg Bjornson  [author] May 9 @ 11:04pm 
It is there
Dumb May 9 @ 6:55pm 
is The asexual fission gene still in the mod or did it get removed because i haven't seen it
AlexStevens May 8 @ 11:51am 
Big thanks! My animusen finally looks like a fox instead of yet another human with animal ears and tail.
Fantastic mod btw. Big thanks for that as well!
Sarg Bjornson  [author] May 8 @ 10:13am 
They have, yeah. If you are using a facial animations mod you need to disable them in mod options
AlexStevens May 8 @ 10:05am 
Are the animusen and helixan supposed to have custom head sprites? For me they show up with basic heads
OdIn May 6 @ 3:35pm 
10/10 can eat guns now
Sarg Bjornson  [author] May 4 @ 10:16am 
Not unless you have a mod that allows that
canguru07 May 4 @ 9:51am 
If i use a endogenefier and an archite gene is now germline, is the gene heritable?