RimWorld

RimWorld

2,824 ratings
Alpha Genes
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Mod, 1.5, 1.6
File Size
Posted
Updated
21.033 MB
Nov 22, 2022 @ 2:02am
Jul 21 @ 5:22am
82 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)
992
20 hours ago
PINNED: Bug Reports
Sarg Bjornson
878
3
Jul 31 @ 11:25pm
PINNED: Suggestions
Sarg Bjornson
2,750 Comments
kahvipensas 5 hours ago 
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 13 hours ago 
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 Aug 1 @ 12:34am 
@Eclipse - Only if they have a chance to explode in the middle of lovin'.
Eclipse Jul 31 @ 11:23pm 
Boomalope-like xenotype please
Visoth Jul 31 @ 12:01pm 
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 Jul 31 @ 2:03am 
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 Jul 30 @ 10:38am 
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 Jul 29 @ 5:26pm 
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 Jul 29 @ 5:20pm 
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 Jul 29 @ 5:11pm 
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.