RimWorld

RimWorld

Alpha Genes
2.757 kommentarer
Sarg Bjornson  [ophavsmand] For 19 timer siden 
@GrexIV: It's not "you can", it's "you have to"
Smort Man For 20 timer siden 
Awesome mod, the psychic sight is very cool but you need eyes for it to work.

So if you pair it with the blindness meme and blind your colonist for a psylink, they are still blind no matter their psy level :(
GrexIV 2. aug. kl. 18:11 
Hey I got the message "Recovering from incompatible or corrupted mod errors" on 1.6 when running Alpha Genes with specifically the WVC - Xenotypes and Genes CE Patch mod. Both work fine without the other but together they are incompatible. My mod list is [Harmony for Apple Silicon, Core, Ideology, Biotech, Anomaly, Vanilla Expanded Framework, WVC - Xenogenes, WVC - Xenotypes and Genes CE Patch mod, Hugslib, and Alpha Genes] I can provide the error log if you would like
Guineatown20806 2. aug. kl. 11:12 
Do we have a Gene that makes shamblers not attack a pawn with that gene? Something similar to the shambler overlord trait of VQE Deadlife but as a gene. If not could we get it in the next update?
Sarg Bjornson  [ophavsmand] 2. aug. kl. 9:31 
Nah
Vulkandrache 2. aug. kl. 9:30 
That implies the challenge is meant to be a fight against the UI.
Sarg Bjornson  [ophavsmand] 2. aug. kl. 9:18 
@Enverex: ALL that gene does is block custom xenotypes from spawning in my factions

@kahvipensas: No. Any metallic. By design, as that's the challenge.
kahvipensas 2. aug. kl. 0:37 
Is there a way to restrict which minerals Lapis are allowed to eat? Food policies don't work, as they only include things normal pawns can eat. I've stopped using Lapis pawns entirely, because they keep eating my stockpiles of things I want to use for other things.
Enverex 1. aug. kl. 17:20 
The game seems to be using my custom (exotic marked) xenotype frequently when generating dead people in various scenarios. Xenotype Spawn Control shows the xenotype set to 0 in every single place I've checked so... why is this happening?
Gerewoatle 1. aug. kl. 0:34 
@Eclipse - Only if they have a chance to explode in the middle of lovin'.
Eclipse 31. juli kl. 23:23 
Boomalope-like xenotype please
Visoth 31. juli kl. 12:01 
I would like to make a suggestion to have the "Deadlife Dust Producer" gene be restricted to only happen while drafted. It makes hunting with difficult, because it immediately resurrects anything you hunt as a Shambler.
Предплечье 31. juli kl. 2:03 
So is there an actual description on forsaken and all that's made for them? What are those plants, what are those armor/weapons. What's a forsaken crag? I've found no actual info on the web(
Dillinghvm 30. juli kl. 10:38 
Is the forsaken armor going to be updated to have vac resistance, it feels weird to have a race that can terraform planets creating a forsaken crag to not be able to have space safe armor
Aargh Tenna 29. juli kl. 17:26 
Also, gray pall vents do not play nicely with forsaken knowledge iMHO. They cause mood penalties even if you have genes that make you OK with pretenatural darkness. Just a bit illogical IMHO.
Aargh Tenna 29. juli kl. 17:20 
night striding does not work with darklight. Admittedly not this mod's fault, but still. Darklight sources cause 50% movement penalty, notably darklight fire pit. Also, VFE Tribals insist on using campfire instead of darklight fire pit. All that combined borks night striding idea IMHO.
Bosh 29. juli kl. 17:11 
I've not tested it with only this mod because I can't be bothered to reload all my custom xenotypes but I'm 90% sure that it's something to do with Xenotype Spawn Control, how it can handle the xenotypes of new pawns arriving in your colony, and the method mods like this use to create unconventional "births". I remember some similar bug happening with the Phytokin and their Saplingbirth gene. Oh well.
Sarg Bjornson  [ophavsmand] 29. juli kl. 14:14 
I am the Deadlife guys...
Dal290 29. juli kl. 11:19 
@Sarg Bjornson true, I respect that view, but they have a "death pit" that constantly spawns zombies, all with a random chance of exploder, acid, tough, ect. When the exploders would "expire" they would burn everything, failing the quest.

I did disable it, but consider thinking of the interaction between these two things, or talk with the deadlife guys, I fixed it in my playthrough, but others might uninstall your mod, or theirs assuming its "too OP" and not figure out the interaction has a fix.
Sarg Bjornson  [ophavsmand] 29. juli kl. 10:22 
@Dal290: Working as intended. Use mod options if you dislike it

@Bosh: Can you replicate with only this mod? Sounds like a mod conflict
Bosh 28. juli kl. 23:48 
Got a weird bug, the asexual fission offspring of fleetkind sometimes generate with the endogenes of a random custom xenotype as well as the normal fleetkind genes. Sometimes they don't. I dunno. Doesn't give any errors afaik.

Generated with custom xenotype genes:
https://gist.github.com/HugsLibRecordKeeper/1c6cd23234164e528e76191036c80132

Generated normally:
https://gist.github.com/HugsLibRecordKeeper/1764c72fceff10fae214d101a1fe6c9d
Gerewoatle 28. juli kl. 20:35 
@Dal290 - That's not "playing horribly" that's making Deadlife actually feel like an apocalyptic hell-scenario.

Opinions may differ, I assume.
Dal290 28. juli kl. 20:16 
Hey I don't know who to warn about this. Your mod plays horribly with Deadline Vanilla Expanded. It gives the dozens of random skeletons that spawn random exploder genes, and it catches the entire complex on fire, and creates un-managable walls of juiced up super zombies with random genes.

Friend figured out that was what was going on, I couldn't dive into any bunkers for some time until the interaction was noticed and the random shambler genes turned off
Zrg 28. juli kl. 1:18 
is the melee claw bonus for efreets only working when the pawn is unarmed, or can I arm him with a weapon as well?
feet shoe 27. juli kl. 9:59 
the thalassophobia gene seems to be very wonky, activating even when my colonists are nowhere near water at all and while its not raining. perhaps it should check for line of sight to a water source for the break?
kequilla 26. juli kl. 18:08 
Lapis prisoners aren't eating steel I've supplied right to their cell.
Kooks 26. juli kl. 15:38 
@Fluffer Xenotype Spawn Control is the mod you are looking for!
Fluffer 26. juli kl. 11:57 
Hello, its impressive to see the amount of content in this mod. Tho I cant find any mod option to disable individual xenotypes from appearing in the world. Is there a way to do that without having to edit the mod myself?
Sarg Bjornson  [ophavsmand] 25. juli kl. 11:03 
Sure
FermentedDog 25. juli kl. 10:39 
Are there any plans to add new xenotypes?
Ahlzen 25. juli kl. 5:14 
Is the "Sting Parasitic Eggs" gene similar to the archite gene that, if you have that xenotypes genes set to be able to be inherited than it won't function as intended?
I was trying to make a swarm of violent insectoid colonists to pair alongside a playthrough of Vanilla Factions Enhanced - Insectoids 2 and took that but wanted to have the male and female variants lay eggs inside of a singular host (parasitic pregnancies basically) but both ways of procreation gave me half-baked versions (at best) of my custom xenotype. 2 of the offspring born from eggs (not using the stinger) came out with 1 ability each of the xenotypical parent from a baser secondary and the one born from stinger involved gestation came out as a pig person... no abilities, just a pig person.
Leonardo 24. juli kl. 10:48 
Lapis xenotype cannot be fed if they're unconscious, leading to a loop of a pawn trying to feed them minerals, and nothing happening. Eventually they just die.
bolgminton enjoyer 24. juli kl. 0:16 
with Odyssey adding vacuum resistance and drastically increased cold insulation to the powered armours, do you plan to add those changes to the Forsaken armour? or is it an intentional differentiation?

either way, really enjoying using the mod :)
Bombonito 23. juli kl. 14:54 
I got into rimworld recently and asked my mom what should i make a colony of, and she suggested I made a colony of really lazy photosyntetic fairies (because they're so lazy they can't be bothered to eat) and thanks to this mod I could do that, thank you!
I think this is one of my favorite mods because it has so many cool and interesting genes and it really allows me to make funny creatures, so yippee!

also the slug people you made are awesome i love them
酒精杀手 23. juli kl. 8:48 
Machine translation: Increasing the control range of genes can cause significant frame drops when selecting and recruiting mechanical bodies
vortexhelios320 21. juli kl. 6:43 
My Lapis children don't seem to be automatically eating metal when they need to. Is there a setting I might have missed?
CHMURFwho 21. juli kl. 5:26 
add necromorphs
Sanakara 20. juli kl. 16:09 
Hello. "Flesh spitter" has a minor typo in the description: "thaT". Just wanted to mention it, that it can get corrected. thx for the great mod.
stups 20. juli kl. 13:51 
An imprisoned Lapsis throws this excepttion. They are also paralyzed if that's important.

JobDriver threw exception in toil ChewMetal's initAction for pawn Red driver=JobDriver_FeedPatient (toilIndex=3) driver.job=(AG_FeedMetal (Job_1939488) A = Thing_Steel124016 B = Thing_Human115277 Giver = JobGiver_Work [workGiverDef: AG_AdministerMetal])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref B150FAD4]
at AlphaGenes.JobDriver_ConsumeMetal+<>c__DisplayClass4_0.<ChewMetal>b__0 () [0x00035] in <efbe3f8e2430417d9e8a4ad60f01ae13>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <981a33edf24d499488b0f820d94638e1>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Sarg Bjornson  [ophavsmand] 20. juli kl. 10:41 
Report to the Biomes team, not much I can do about that
MagicPurplePony 20. juli kl. 10:40 
using the pocket plane from this mod completely breaks game infinitely dividing by zero when used with Biomes! Caverns mod. be careful.

tested on a clean game 1.5 without other mods
Jack Konstantine 20. juli kl. 3:05 
I wanted to warn other users in case they have one and want the other.
Don Santana 20. juli kl. 1:35 
Just wanted to say thank you for the parasitic stinger implanter, now I can have my xenomorph gameplay :D
Sarg Bjornson  [ophavsmand] 20. juli kl. 1:01 
Why are you telling me?
Jack Konstantine 20. juli kl. 1:00 
Care SCR have hard issues with this mod
Sarg Bjornson  [ophavsmand] 19. juli kl. 23:35 
Expected
Zibrolta16 19. juli kl. 22:34 
Anyone else's game lagging when a pawn's mechanoid control radius is being displayed? Dubs analyzer shows highest impact from this mods harmony patch pointing at the mechanitor gene that was on the said pawn. Noticeable TPS drops but only when the control radius is visible.
팥밥 19. juli kl. 22:19 
I think raid presence gene is not working now....
Dremarian 19. juli kl. 13:12 
Hmm... Might be an interaction thing, but I just 'Frostbite' damage with the gene Cold Immunity. :( I'm not seeing it near the acid damage multiplier on the character sheet anymore.
tsuzumi 19. juli kl. 7:43 
Limb Regeneration seems to conflict with Organ Regeneration from Pig Skin