RimWorld

RimWorld

2,641 ratings
Alpha Genes
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Mod, 1.4, 1.5
File Size
Posted
Updated
20.041 MB
Nov 22, 2022 @ 2:02am
Mar 23 @ 10:14am
76 Change Notes ( view )
You need DLC to use this item.

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Alpha Genes

Description
[www.patreon.com]

Features

- More than 300 new genes. Some are very low impact, while some are truly game changing.
- 16 new xenotypes with wild mechanics.
- A new "Custom random" xenotype that allows you to make new player created xenotypes, and have them loaded into two new custom factions.
- Abandoned Biotech labs quests, similar to the ones in VE Genetics, that give access to all the new genes during play.
- Genetic tools that allow you to tweak your colonists' genes. Obtainable through lab quests or normal quest rewards.

A list of genes can be found on this Google Docs document. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1CtbPQq6rouj-7lhVWQdJz4ysWFtxvly1yTYiZ-Si1a4/edit?usp=sharing

Content


























Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

Future plans

Oh you can bet I will add new things!

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not to be messed up.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Does this need Alpha Animals / Biomes / etc
A: No, though a couple more genes will be added if you have them too

Q: Can I suggest a new gene?
A: Without a doubt! Please use the pinned Suggestions thread or I may not see it

Q: Is it compatible with another mod that adds genes?
A: Depends on what genes such mod adds. Generally speaking, yes. I only assure compat with VE mods and things RedMattis does because he's cool

Q: Does this work with Combat Extended?
A: It should

Q: Does this work with multiplayer mods?
A: No support for any multiplayer mod from me. Updates will probably break it

Q: Reeeeeee, this is bloat!
A: I'm rubber, you are glue

Changelog

Full changelog on GitHub

Credits

Everything created by Allie, Erin and Sarg. Credit for some of the sounds can be seen on a file on the About folder of the mod, or (better) on GitHub

The Forsaken were ported to Biotech by Major Quadrangle and Matsay, who graciously allowed me to adapt their work to this mod. Credit to Kikohi, Trunken and Immortalus for maintaining the Forsakens mod for years, as well as Crisp and ChJees for the original concept of them.

Thanks to Oskar Potocki for being a good friend.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Popular Discussions View All (2)
921
Jun 12 @ 8:10pm
PINNED: Bug Reports
Sarg Bjornson
848
3
15 hours ago
PINNED: Suggestions
Sarg Bjornson
2,585 Comments
Combustible Lemons 20 hours ago 
Thank you for the amazing mod!
Sarg Bjornson  [author] Jun 13 @ 11:28pm 
Yes, like any other xenotype: wanderers, drop pods, etc
Xean Jun 13 @ 11:22pm 
Can I encounter Forsaken if I don't start with any? If so, where?
Muad'dib Jun 13 @ 11:46am 
@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 Jun 13 @ 11:34am 
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 Jun 6 @ 7:43am 
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 Jun 5 @ 12:43am 
Ah. Crap. 😅
Sarg Bjornson  [author] Jun 4 @ 11:02pm 
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 Jun 4 @ 6:43pm 
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 Jun 4 @ 6:24pm 
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