RimWorld

RimWorld

Alpha Genes
2,666 Comments
Sarg Bjornson  [author] 7 hours ago 
Mod options
Jo King 13 hours ago 
is there a way to make the abandoned biotech lab quest more rare? i thought there was but i cant find it
TheRandomFox Jul 5 @ 6:44am 
Maybe put it in the Google Doc since that one managed to get through?
Sarg Bjornson  [author] Jul 5 @ 6:42am 
I'd love to add it, but Steam keeps deleting it: juanosarg
TheRandomFox Jul 5 @ 6:11am 
You mentioned a Github in the description, but I think you may have forgotten to add the link.
rogywantscoffee #1 hater Jul 5 @ 5:16am 
oh my days ive been so dumb this entire time i need other mods in order to get some genes!!!!
Sarg Bjornson  [author] Jul 5 @ 3:47am 
Well, good thing then that this mod doesn't add a fungal category, right? ;)
rogywantscoffee #1 hater Jul 5 @ 3:26am 
random genes here and there just dont appear ever and i get no error logs the entire fungal catagory doesnt exist
Sarg Bjornson  [author] Jul 5 @ 2:37am 
@rogywantscoffee #1 super fan: errr, no, that is KCSG, and it's a warning, players can ignore those

@Lewibie: You still get a log, though
Lewibie Jul 5 @ 1:48am 
when i load the game with this mod, the game uses a lot of memory then crashes
rogywantscoffee #1 hater Jul 5 @ 1:37am 
ah so when the log came up saying "alpha genes contains missing symbols" it meant you actually couldnt see some genes like the fungus ones
Sarg Bjornson  [author] Jul 4 @ 10:54pm 
No
Drunken Eagle Jul 4 @ 10:52pm 
I guess aquatic genes will be changed quiet a bit for the new patch.
BUTIN Jul 4 @ 3:18pm 
Update: sorry for not reporting with logs, HugsLib was giving me a 401 for a while. Played around with different mods and RimWorld version, Alpha Genes and Fungoid mod are working fine now
Sarg Bjornson  [author] Jul 4 @ 11:06am 
Nothing is broken unless you report it properly
BUTIN Jul 4 @ 11:02am 
Fungal genes are broken, colonists with Fungal Speed in existing saves aren't able to perform tasks, just wander idly
rogywantscoffee #1 hater Jul 4 @ 6:55am 
Just use the 1.6 or 5 version even though your save may be bricked you can oasis try again that’s the fun part. Also I need help I can’t find any of the fungal genes like they don’t even exist
Sarg Bjornson  [author] Jul 3 @ 11:02pm 
v4.02:

- Fixed GeneGizmo_Resource_Metal affected by base game code refactors
moo Jul 3 @ 7:33pm 
Hi. Got this error in devmode trying to open the thing/thingstack tool:

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type AlphaGenes.GeneGizmo_Resource_Metal has invalid vtable method slot 22 with method none
Sarg Bjornson  [author] Jul 2 @ 10:48pm 
v4.01:

Added MayRequire for Ideology for PruningSpeed
Nugut Jul 2 @ 6:09am 
Ah oki thanks for clarifying ^^
Sarg Bjornson  [author] Jul 2 @ 6:05am 
It was designed like that
Nugut Jul 2 @ 6:04am 
Is that planned? or is that just too difficult to add the metals to the food policies as it is a bit annoying having my mineral eaters randomly eat my gold and silver when i have tons of steel but ngl overall gotta say this mod as become a must have for me so ngl amazing work
Sarg Bjornson  [author] Jul 2 @ 5:57am 
There isn't
Nugut Jul 2 @ 5:46am 
Hey question is there a way somehow im missing to control what kinda metal mineral eaters are able to eat as i can't use the normal food policies and idk if there isn't a different menu or something for that
Sarg Bjornson  [author] Jul 1 @ 10:51pm 
juanosarg
American Crow Jul 1 @ 7:03pm 
where in github
Sarg Bjornson  [author] Jul 1 @ 7:24am 
No, it's in GitHub
tyryi Jul 1 @ 7:19am 
Could you maybe upload a legacy version for 1.4?
Sarg Bjornson  [author] Jun 30 @ 10:23pm 
Then no
MrUglyFace Jun 30 @ 4:13pm 
I’m pretty sure they’re asking if they can disable the custom xenotypes this mods adds
Sarg Bjornson  [author] Jun 29 @ 11:39am 
I still don't know where you mean
Kc Jun 29 @ 11:36am 
sorry im a tad bit new to the xenotypes lol BUT i meant when we load in xenotypes that ppl have made i was wondering if their could be a disabled option for it:) sorry idk if im making much sense TWT
Sarg Bjornson  [author] Jun 29 @ 11:33am 
Not sure what you mean by "suggested xenotypes"
Kc Jun 29 @ 11:20am 
just a question but is their a way to disable you guys' suggested xenotypes in the xenotype tab TWT so many..if not thats fine too i just saw an option where we can summon all of them so i was wondering if their was an option to disable you guys' custom ones probably not though
Sarg Bjornson  [author] Jun 29 @ 2:54am 
No, the game itself doesn't consider those
MrSchadenfreude Jun 29 @ 2:37am 
will it load custom xenotypes that have missing genes due to disabled mods?
Sarg Bjornson  [author] Jun 27 @ 10:53pm 
Yes
FermentedDog Jun 27 @ 8:16pm 
How does Nereid's water regeneration work? Do you just have to stand in water? and does every body of water work, or only oceans and rivers?
Sarg Bjornson  [author] Jun 27 @ 9:44am 
Yessir
FallenAngel0fDoom Jun 27 @ 9:44am 
i LOVE bloat
Sarg Bjornson  [author] Jun 27 @ 7:49am 
The 1.4 version has been frozen on Steam for more than a year. The GitHub version is frozen too
CombineElite19 Jun 27 @ 7:43am 
will installing the github version delete genes already added by the steam version?
CombineElite19 Jun 27 @ 7:28am 
thanks
Sarg Bjornson  [author] Jun 27 @ 7:23am 
My github, juanosarg. I don't support legacy versions beyond the immediate previous on Steam
CombineElite19 Jun 27 @ 7:21am 
does it still work on 1.4?
CombineElite19 Jun 27 @ 7:21am 
Why did 1.4 support get removed?
Sarg Bjornson  [author] Jun 27 @ 6:40am 
No
Rancher of Slimes Jun 27 @ 6:19am 
When I have this mod enabled my game crashes before it can fully load. I know I had this mod work on my computer before. Do you know of any other mods that are incompatible with this one?
Sarg Bjornson  [author] Jun 27 @ 4:45am 
What? The Framework is 1.6