RimWorld

RimWorld

Alpha Genes
2,922 Comments
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
Sarg Bjornson  [author] Nov 1 @ 11:56am 
Isn't it indicated in the linked design doc?
Vond Nov 1 @ 11:40am 
Hey I was wondering, any chance on some numbers like you do for the horns, but for the chainsaw Hands, Claw Hands or the Scyther Blades genes?
I had an INCREDIBLE Ghoul in my last playthrough with chainsaw hands, and was jsut curious about the nubmers
Vond Nov 1 @ 11:37am 
Those specific ones require the supporting mods to be enabled
Sarg Bjornson  [author] Nov 1 @ 7:28am 
Yes, read infographics above
FermentedDog Nov 1 @ 7:26am 
So I've been playing with this mod for a long time but I can't seem to select some Xenotypes. Namely: Mycomorph, Ocularkin, Malachai and Roxtouched. Any idea why? Do I need additional mods or something
Citizen Q Oct 26 @ 6:03am 
Regarding the Regeneration vs Regenerating Limbs genes, any chance we could get a combined version?
Sarg Bjornson  [author] Oct 24 @ 1:09am 
No, they haven't ever failed for me
Nananabatman Oct 24 @ 1:02am 
None of the genetic tools don't work, it seems to be consistent with every modpack I make, anyone has any idea what might be causing this?
Krieg-173417 Oct 23 @ 7:41pm 
oh well then its something else, still 20/10 mod
Sarg Bjornson  [author] Oct 23 @ 7:14am 
This mod was designed in tandem with all VE Genes mods, so there is very unlikely to be any issues
Krieg-173417 Oct 23 @ 7:04am 
Great mod and personally love it however i have a few conflicting ones that kinda break some, it sucks but vanilla expanded genes seems to cause a bit of a issue. or its one of the other 30 gene mods i have so just make sure before you go in too deep
Bones Oct 21 @ 12:40pm 
Wasn't there a setting for Gene Syphon to be able to choose a gene? How do we reactivate that?
Reestock Oct 20 @ 9:02am 
Fair enough.
Sarg Bjornson  [author] Oct 20 @ 8:21am 
Now you know why they are called Wretches instead of Perfectly Fine People lol
Reestock Oct 20 @ 8:20am 
My wretch died from developing lethal sensitivity to oxygen.
Sarg Bjornson  [author] Oct 18 @ 10:52pm 
Well, they will appear with the same probability as any other xenotype!
Hugalafutro Oct 18 @ 10:08pm 
I'm not trying to criticise the xenotype, I really like it and living under the mountain in the Forsaken Crags, but more wondering if Forsaken kids are possible / implemented? I've not messed with Biotech much to know if I can make them fertile that way. Thank you for your answers! Time to build that gene lab and see what it can do for me.
Sarg Bjornson  [author] Oct 18 @ 10:17am 
The way would be to make a new gene doing that, as I specifically did them this way on purpose
Az Oct 18 @ 10:06am 
Just to follow up on what Citizen Q asked, is there a way to make organ and limb regeneration not exclusive, or have a combined version?
Sarg Bjornson  [author] Oct 18 @ 9:48am 
Forsaken are sterile because that's how they were designed
Sasha the Slayer Oct 18 @ 8:42am 
yo branching follow up to my last comment, could an egg gene be added that's like, a clutch? for reptile/insect xenos?
Hugalafutro Oct 18 @ 4:14am 
Hi, what I don't get is if the Forsaken are sterile, why can I craft Forsaken Kid clothes? It took 12 years to get my 4th Forsaken in shuttle crash, can a Forsaken kid spawn in similar fashion? Or is there a way to make them fertile?
Hugalafutro Oct 15 @ 2:27pm 
Sorry I had a brain fart I thought I was on CE page - too many tabs and they all just show the steam logo :D Looks like Vanilla Helixien gas is not listed amongst CE patched mods on their github so that would answer my question.
Sarg Bjornson  [author] Oct 15 @ 7:20am 
What arrows??
Hugalafutro Oct 15 @ 6:46am 
Hi, I'm not sure if to ask here or on Helixien gas page, but the Forsaken arrows are only craftable from Electric Smithy, but not from the Gas-powered smithy.
Sarg Bjornson  [author] Oct 14 @ 11:06pm 
It's all on GitHub
orangelightning235 Oct 14 @ 9:37pm 
is it possible to have this for version 1.4?

posted this comment on the wrong version, mb
Citizen Q Oct 8 @ 6:55pm 
Am I wrong in thinking that Regeneration doesn't regenerate destroyed limbs? If so, is there a reason it is mutually exclusive with Limb Regeneration? Kinda want a xenotype that can heal from *anything* except massive brain trauma.
Darmitan Oct 8 @ 4:24pm 
Hello, i love this mod, but i have a minor question. When giving tentacles to a pawn, the tentacles are always by defauls white. Is there a way to change it, or isn't suppose to be always white.
ggfirst Oct 8 @ 3:56am 
can you make a patch for making chemfuels with various milk & cheese from the mod?
Sasha the Slayer Oct 7 @ 7:23am 
is there any way to make egg generation faster for oviparous?
NoxVerna Oct 6 @ 6:54pm 
is there somewhere i could edit the freezing breath to be more equal to something like the greater flame spew?
Dankukus Oct 5 @ 12:45pm 
is there a way to adjust the commonality of any of the races or make them less common in specific/all factions? some races like helixian or mind devourors i feel shouldn't be with most common factions since why would normal people in normal factions hire someone who is so revolting it ruins their mood for the whole day just even catching a glimpse of them
Sarg Bjornson  [author] Oct 3 @ 11:02pm 
Can you replicate with only this mod?
Husker_85 Oct 3 @ 7:12pm 
Having an issue with the Limb Regeneration gene not doing anything. Pawn with the gene lost a leg. Waited several days for all other wounds to heal. Still no leg. Waited a couple more days. Nothing
Sarg Bjornson  [author] Oct 3 @ 7:36am 
Yeah, seems to be a conflict with Integrated Implants
BG_N Oct 3 @ 7:31am 
Had an issue with the 'increased command range' gene causing my game to tank to 3 fps when a drafted mechanoid was on screen. Removing it using character editor immediately fixed the issue. Using a large modlist with mostly unmodified mechs. I'm certain the gene works fine outside of my list but I'm sharing here in case others have the same issue. Wonderful mod, I love your work
Nameless Keeper Oct 3 @ 5:56am 
I believe there is an issue with 'Larger' and 'Smaller' genes, for I see no difference in size when these two are active (whereas before, I could see it ).
I_is_Zed Oct 2 @ 9:18pm 
Having an issue where my teratogenic pawn can't use any abilities due to being 'incapable of violence' even though they're nonviolent and only affect themselves. Any idea of a fix? Could they be tagged as not being violent or something? Thanks
Sarg Bjornson  [author] Oct 1 @ 10:51pm 
"when you dont also have every other "alpha" mod installed"

See, found the problem there
sethkwright Oct 1 @ 3:38pm 
a lot of these xenotypes feel extremely out of place when you dont also have every other "alpha" mod installed :/ nothing you can do about that though.
GoldenDove20 Sep 30 @ 10:48am 
Didn't know but know now :cupup:
Sarg Bjornson  [author] Sep 30 @ 10:16am 
Yeah, when mods patch the same thing, ♥♥♥♥ happens
GoldenDove20 Sep 30 @ 9:35am 
Alpha Genes has a incompatibility with Integrated implants, specifically with the mech summon genes. I noticed whenever I summoned the mechs from this mod and drafted them, my game took a huge fps hit
Koladi Guy Sep 29 @ 7:59am 
a single mind devourer should not be able to make three of my colonists turn wild.
magnumriley Sep 28 @ 1:42pm 
@Sarg: I am curious if I am having a mod interference with the Archite Gene for Regeneration. Is this gene not supposed to regenerate lost body parts such as a hand my colonist lost in a recent raid? Or do I need to have only the limb regeneration ability, because the genetics are mutually exclusive it seems when I make a Xenogerm with it? Does the archite gene work on all injuries or only internal injuries as suggested in the info box on the health panel?