RimWorld

RimWorld

Alpha Genes
2.586 kommentarer
The Human Man For 23 timer siden 
No way... Table resistance???????
Combustible Lemons 15. juni kl. 9:16 
Thank you for the amazing mod!
Sarg Bjornson  [ophavsmand] 13. juni kl. 23:28 
Yes, like any other xenotype: wanderers, drop pods, etc
Xean 13. juni kl. 23:22 
Can I encounter Forsaken if I don't start with any? If so, where?
Muad'dib 13. juni kl. 11:46 
@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 13. juni kl. 11:34 
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 6. juni kl. 7:43 
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 5. juni kl. 0:43 
Ah. Crap. 😅
Sarg Bjornson  [ophavsmand] 4. juni kl. 23:02 
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 Add or remove a mod, and they are no longer valid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 4. juni kl. 18:43 
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 4. juni kl. 18:24 
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 1. juni kl. 21:35 
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 1. juni kl. 7:02 
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  [ophavsmand] 31. maj kl. 23:05 
@Niniisan: No, it's one per egg

@SAPPHIRE VELVET: Can't account for other mods' needs
SAPPHIRE VELVET 31. maj kl. 22:03 
my pawns won't take shower(dubs bad hygiene) with unfeeling gene that‘s weird…
Niniisan Of Waterdeep 31. maj kl. 13:51 
Is it possible to edit how many babies get hatched from an human egg? (Yes, sorry, it's me again :c)
Niniisan Of Waterdeep 31. maj kl. 13:28 
Interesting. Either I have no luck despite both my pawns being fertile, either there's a problem. Thank you for your answer!
Sarg Bjornson  [ophavsmand] 31. maj kl. 13:18 
This mod doesn't change the requirements: they need to get pregnant the vanilla way, and THEN it fertilizes the egg
Niniisan Of Waterdeep 31. maj kl. 13:00 
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 30. maj kl. 1:54 
please add a cannibal gene so I can Tokyo Ghoul
cow of french 29. maj kl. 22:39 
holy that is alot of genes :steamhappy:
Cold Terry 26. maj kl. 14:16 
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 25. maj kl. 19:31 
Is it compatible with Vanilla Expanded?
Xean 24. maj kl. 5:49 
Does the gene remover only remove endogenes?
Sarg Bjornson  [ophavsmand] 23. maj kl. 0:54 
Those aren't random, they are hand-placed in the maps
Wemijei 22. maj kl. 23:56 
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  [ophavsmand] 22. maj kl. 23:10 
Define "loot table"
Wemijei 22. maj kl. 22:21 
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 22. maj kl. 11:32 
nevermind, i just had to reload
andre_watson04 22. maj kl. 11:28 
im in my colony that i made
andre_watson04 22. maj kl. 11:23 
uhhh im in the place that i landed, if thats what you mean
Sarg Bjornson  [ophavsmand] 22. maj kl. 10:56 
So... are you in a player settlement...?
andre_watson04 22. maj kl. 10:14 
im trying to use the pocket plane, but it just says im not in a colony map:steamsad:
Sarg Bjornson  [ophavsmand] 22. maj kl. 6:01 
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 22. maj kl. 5:40 
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  [ophavsmand] 19. maj kl. 23:01 
Yeah, some people get that. No idea why, I haven't been able to replicate it myself
Dopefish 19. maj kl. 15:32 
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 16. maj kl. 16:38 
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 15. maj kl. 20:34 
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 13. maj kl. 6:53 
🤦‍♂️Thanks
Sarg Bjornson  [ophavsmand] 13. maj kl. 6:50 
Now go and read ingame what the mod option does
Exosais 13. maj kl. 6:19 
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  [ophavsmand] 12. maj kl. 23:14 
It does, yeah. All code is available on my Github, "juanosarg"
Malkav13 12. maj kl. 15:45 
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  [ophavsmand] 9. maj kl. 23:04 
It is there
Dumb 9. maj kl. 18:55 
is The asexual fission gene still in the mod or did it get removed because i haven't seen it
AlexStevens 8. maj kl. 11:51 
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  [ophavsmand] 8. maj kl. 10:13 
They have, yeah. If you are using a facial animations mod you need to disable them in mod options
AlexStevens 8. maj kl. 10:05 
Are the animusen and helixan supposed to have custom head sprites? For me they show up with basic heads
OdIn 6. maj kl. 15:35 
10/10 can eat guns now