RimWorld

RimWorld

Alpha Genes
2,810 Comments
Arthillidan 13 hours ago 
Is there a way to recruit mycomorphs or anyone else with the very repulsive gene or is it impossible? my colonists just puke and can't make any recruitment progress. Do I need an Ascetic?
v99 Aug 22 @ 10:53pm 
Would be great if furskin could be added to the vre androids like the tails were, I would like to make furry androids to stuff into warcaskets
Totally Scoobed Out Aug 22 @ 3:30pm 
Great Mod! Just one question, is there anyway to reduce or remove gene/mix/alpha packs from quest rewards? They're all i ever seem to get now since downloading the mod.
Sarg Bjornson  [author] Aug 22 @ 6:50am 
v4.05:

Fixed the Tough Sinews gene
Fixed the raid presence modifier genes
Kerlan__ Aug 21 @ 5:44pm 
raid presence genes are not working properly at the moment
Alexisrex Aug 20 @ 1:08pm 
Tough sinews doesn't work lets gooo
Ruby Aug 18 @ 1:34pm 
Is there a way to auto cast certain genes anytime they are castable and off cd? Example Teratogenesis. I want to conver my whole colony of 10+ pawns but I dont think being forced to automatically use it on each one one by one is mangable in the long run ,-, or if anyone knows any mods that allow it would be appreciated!
Nebulous Aug 18 @ 7:50am 
Hey I had to temporarily remove the mod. I haven't seen this issue online anywhere else, so it may have just been unlucky or a random mod confliction. Unfortunately I was unable to get a log, but I figured I would let you know, I tried to use the nereid pocket plane for the first time and it bricked my game. My screen flashed white, the plane opened itself at least 40 times over, and my tps dropped to 5 before giving up. I couldn't stop it, remove the planes for some reason, and the white screen would only disappear when I went into game settings.
Bleb Johnson Aug 17 @ 7:17pm 
how do you guys prioritize forsakens growing SEPTIMUM?
Belem Aug 16 @ 8:46pm 
The asexual fission gene gives newborns a random backstory, is there any way to force the normal 'child of colony' or 'tribe child' backstory.
Tactical Femboy Aug 16 @ 7:12pm 
Ancient lab lamp post is a 2x1 even when it looks and description states it's vertical
would also love a "new" version
John Sticky Fingers Aug 14 @ 6:17pm 
Yes they do. :)
John Sticky Fingers Aug 14 @ 10:08am 
If I were to create additional custom xenotypes, could they be loaded into an already ongoing game with the custom factions? I started a playthrough and learned that the one custom xenotype I made populated 75% of those factions, causing them to appear more than intended.
Asheram Aug 13 @ 7:18am 
The tooltip for the Scyther Blades gene could use some more information, there's no telling if you do more damage or will use them in combat.
toetruckthetrain Aug 12 @ 7:14pm 
just a slight criticism but lethal uv sensitivity should work WAY faster especially since its sorta intended to be used on sanguophages and their variants who dont die unless their head is destroyed
Nyarc Aug 12 @ 6:39pm 
Thansk for randomly dropping 1.4 Branch Support. wtf ?
Unorthodox_fox Aug 12 @ 8:19am 
would it be possible (mabye not balanced) for a second version of the devour brains xenogerm to just steal the highest skill permantly rather then just be a limited buff, i dont know how hard it would be to do so no worries if you cant, just a personal feature i think would be nice to make the -3 worth it without just changing the orginal one
Zack Aug 12 @ 5:50am 
@k|Aquila Mars I'm gonna go on a limb here and say that a hand doesn't qualify as a limb for rimworld, but the arm does.
Zack Aug 12 @ 5:50am 
Hello, is there a specific place one can use to report typos in some descriptions of the mod ? Teratogenesis for instance says "They are not immune to dead from these tumors." which I assume should be "death" ?
k|Aquila Mars Aug 12 @ 2:30am 
Limb Regeneration is very weird in its function. It did nothing for a missing hand but I amputated the arm and that regenerated.
󠀡󠀡 Aug 11 @ 6:38pm 
any plans on making more genes/races i find this mod more balanced and vanilla style then big and small mod
Aestri's Chud Son Aug 11 @ 10:23am 
Darn, ty though
Sarg Bjornson  [author] Aug 11 @ 10:20am 
Ethically, no
Aestri's Chud Son Aug 11 @ 9:54am 
Is there any way to have the Rox-Touched without having Medieval Overhaul? I'm not a huge fan of that mod but I liked the Rox-Touched and I'd love to still have them w/o Medieval Overhaul. I was thinking maybe I could use Cherry Picker but I'm not sure if I could disable basically the entire mod minus whatever allows the Rox-Touched to spawn
B flat Aug 11 @ 3:45am 
Thanks for your great mod!
Could you update the Google spreadsheet please? Some genes like "forsaken knowledge" seem to be missing (no idea what it does).
Sarg Bjornson  [author] Aug 11 @ 12:39am 
Regular lovin, yeah
Nezeltha Aug 10 @ 10:50pm 
Just wondering, how does an oviparous pawn get fertilized? Just through regular lovin, or does the other pawn need to be oviparous, too?

My cannibal colony needs human egg omelettes!
Sarg Bjornson  [author] Aug 10 @ 7:23am 
No changes to the vanilla mechanics
amm90 Aug 9 @ 7:23pm 
A question, in this mod, does it take 2 years for the genes to regenerate after implanting them? Or should I download another mod that complements that function? 2 years is too long.
zoroththeawesome Aug 9 @ 11:02am 
Pretty please add a rough xeno tribe too! You'll be my favorite moder forever!
Sarg Bjornson  [author] Aug 8 @ 8:51am 
@mafrumon: Not quite a bug. The whole system just won't work with gravships and I'll probably block it altogether

@Droider: Expected. The only thing it affects is the precept, which was half baked into the DLC anyway

@slipstream1993: what
slipstream1993 Aug 8 @ 8:34am 
so you can't add any health options to the xenos
Droider Aug 8 @ 7:20am 
question about asexual fission. when a custom xeno fissions, the baby is marked as baseliner while still having all the genes of the custom. is there a way to fix this?
mafrumon Aug 8 @ 2:36am 
hi , i have a gravship and pown with pocket dimension. and he cant get in to it. "it only usable in colony map".
i guess its a bug ? as i cant get back to the map i created the pocket in
Sarg Bjornson  [author] Aug 8 @ 1:15am 
Don't worry, I'll roll back gravship landings as soon as I'm back from vacation
Finite8 Aug 7 @ 10:07pm 
Not really a bug, but something that needs fixing: In the added "abandoned biotech lab" locations, sometimes they can have the "ancient shelf". This isn't normally a problem but when you use a grav ship, because these are not starting in a "unclaimed" state, the haulers immediately start trying to haul items from the gravship into them. This is because these shelves have a default priority of "preferred" and if I have any of my own storage locations with a lower priority, they get emptied.

I can think of a few solutions to this. Either:
- by default make all buildings "unclaimed" like is done with vanilla shelves.
- reduce the priority on spawning
- default to having no items selected in its filter

As an added annoying bonus, the haulers even start trying to move stuff into the hidden areas before I have even explored them.
Ano Aug 7 @ 5:35pm 
Would be cool that seeing someone with a chemfuel blood or vomit, would be appropriate in rimworld standards to milk them for fuel
Relf Aug 7 @ 9:04am 
Thanks for the guide on how to do the logs in your bug report thread. Just had a look at them logs, it's an issue with another mod breaking something with target validation "VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch.Postfix"

I'll go report it on the other mod instead.
Sarg Bjornson  [author] Aug 7 @ 8:41am 
That's a bug, needs to be reported properly
Relf Aug 7 @ 2:57am 
I may just be dumb. But idk how to use the gene tools? I right click use, I get the target selection circle thing, but when I click on a target it just kinda does nothing? I notice the UI goes away when I'm hovering over a pawn but idk if that's related.
Sarg Bjornson  [author] Aug 6 @ 1:08am 
@DeathComethe : No CE compat here

@Eyeofstorms: You have mod conflicts

@Zork Badfellow: You don't
Zork Badfellow Aug 5 @ 5:54pm 
How can I remove the Forsakens race mod that seems to have just been added into this one?
Eyeofstorms Aug 5 @ 5:04pm 
So "Parasitic Stinger Implanter, Endogenes" im using it on a custom xenotype, but the children that come out all come out with an insect jelly dependency despite that not being a gene that the parent possess (nor the host)
DeathComethe Aug 5 @ 3:41pm 
I've encountered an issue with Combat Extended shields and the Areofleet hood, they appear to clash and the areofleet hood glitches out while a shield is equipped by a pawn. No major issue but unfortunate graphic issue.
NyxHyperion Aug 4 @ 11:21am 
@sarg it is stepping stones that is giving me confusion... this is what happens when i take a break from rimworld for so long and come back. I dont remember what all my mods do
Sarg Bjornson  [author] Aug 4 @ 10:27am 
@Liritian : I can't say without a log!
Sarg Bjornson  [author] Aug 4 @ 10:15am 
@NyxHyperion: No idea, you should ask them
Liritian Aug 4 @ 10:06am 
Why is my rock race in need of minerals too fast, and I don't take the initiative to replenish minerals in the storage area?
Sarg Bjornson  [author] Aug 4 @ 8:55am 
Can't be done anyway until I'm back on the 15th
artifex Aug 4 @ 8:52am 
@Sarg Bjornson: Reverting the change might be a good idea until you can figure out something else