RimWorld

RimWorld

Vanilla Genetics Expanded
3,249 Comments
Sarg Bjornson  [author] 22 Aug @ 12:46pm 
No
Brent Kerman 22 Aug @ 8:45am 
Ok...so what is that radius? And is there any other way to reveal them, like with Anomaly flares?
Sarg Bjornson  [author] 22 Aug @ 7:21am 
Threats in labs trigger on a radius
Brent Kerman 22 Aug @ 6:57am 
I might be having a bug, or it might be intended. I go to a lab quest, and I clear it with my heavy combat pawns. Then I send in the less-heavy guys who can do construction and hauling to loot the place. Invariably, some new threats randomly appear in cleared rooms. Is this a bug, or is that intended?
nicsk 21 Aug @ 10:57pm 
Hi,

Really like your mod! I just noticed that I can’t get the mech animals to use their abilities – they just stand there indefinitely until I undraft them. Is there something I can do?

Thanks again for the great work!
Ramming Speed 20 Aug @ 2:21pm 
Thanks for replying, i will see what I can do :steamthumbsup:
Sarg Bjornson  [author] 20 Aug @ 2:08pm 
I can't fix that bug unless you give me steps to replicate it using only this mod
Ramming Speed 20 Aug @ 11:09am 
disappearing electrowomb bug still present, no error message. sorry for not being able to give more info :shodan:
Öffentliches Ärgernis 20 Aug @ 2:00am 
Ok, thanks! Just had the impression that any kind of animal could be used to get some genomes.
Sarg Bjornson  [author] 20 Aug @ 1:59am 
None of those correspond to the genomes that are available for extraction in this mod
Öffentliches Ärgernis 20 Aug @ 1:55am 
At least Camels, Hippoptami and indian elefants
Sarg Bjornson  [author] 20 Aug @ 1:50am 
Which animals
Öffentliches Ärgernis 20 Aug @ 1:44am 
Is it correct or some kind of bug/mod conflict/wrong loading order that the animals from Vanilla Animals Expanded do not have extractable genomes?
Sarg Bjornson  [author] 19 Aug @ 10:18am 
All the combinations GR had are here. We only removed some paragons
amm90 19 Aug @ 10:16am 
And did you ever try it? I remember some really crazy combinations.
Sarg Bjornson  [author] 19 Aug @ 10:09am 
That was my original intention, until I calculated that the game had 49 different animals at the time. 49*49 is more or less 2500 combinations, which meant 7500 graphics...
amm90 19 Aug @ 10:07am 
So I apologize, I remembered that you could mix any animal, then my memory must be failing me.
Sarg Bjornson  [author] 19 Aug @ 9:52am 
No, it has always been locked to genomes
amm90 19 Aug @ 9:45am 
I might be mistaken because I played it a long time ago, but couldn't you mix, for example, a squirrel and a trumbo? Not the rodent genome, or a rat and a trumbo, and another combination would come out.
Sarg Bjornson  [author] 19 Aug @ 9:17am 
This mod IS Genetic Rim
amm90 19 Aug @ 8:12am 
Is there a mod more similar to Genetic Rim? I like this mod, but I'm looking to combine powerful animals like a Trumbo and a Hive Queen, or a Megachicken and a Trumbo.
Chocolate Dust 17 Aug @ 2:11am 
disappearing electrowomb bug is still present. no error message at all. it straight up just disappears
Aargh Tenna 14 Aug @ 11:11am 
BTW What fixed it for me is complete restart - quit Rimworld completely, start again, load save and it works. HTH.
Aargh Tenna 14 Aug @ 10:46am 
Also just got disappearing electrowomb bug with muffalo paragon + fertility booster on a legendary frame I bought from traders. But I do not have More Skilled Animals mod, so it has to be something else.
Sparkasaurusmex 12 Aug @ 4:54pm 
I got the disappearing electrowomb bug with no error reported. Removing [WYD] More Skilled Animals mod fixed this for me.
Molay 12 Aug @ 4:19pm 
Perhaps sale of animals would also fit nicely with the theme.

Particularly though, him being willing to buy more things (drugs, regular genes) would already make him as useful as any other trader, as you can always grab some components this way. Currently he's very hard to trade with if unestablished and feels like a bit of "bad trade event" for much of the early game, and only an okay event once you get animal genetics rolling.
Molay 12 Aug @ 4:17pm 
Archite capsules is another gene related item that he could logically carry. Perhaps consider also allowing drugs, as that's generally speaking a universal trade good. What might be pretty cool is if he potentially sold slaves that have gentic implants from the mod.
Can't think of much else that would really fit the name of genetics supplier, but those additions would make him a lot more versatile.
Molay 12 Aug @ 4:17pm 
@Sarg Would you please consider enhancing the genetics supplier orbital trader a little bit? By that I mean, increase it's range of goods. As it stands, unless I'm deep into the animal genetics stuff, this orbital trader is a bit of a dud and takes up an orbital trader event.
A logical addition I think would be (regular biotech) genepacks, both selling and buying if biotech is enabled. I could also think him selling deathrest capacity serums would be a logical addition.
Further I think he should probably carry some implants from the mod, mostly those destined for animals, and perhaps a couple destined for colonists.
Sarg Bjornson  [author] 12 Aug @ 6:34am 
What
TheLastSeeker 12 Aug @ 3:14am 
checked mod settings and found there's alerts for growth cells and such but 0 alerts work for this mod?
Bread'N 11 Aug @ 3:19pm 
This mod is great, I'm having a blast! I'm running a mad scientist colony using the Odyssey DLC ship to have colonists fly around the world collecting new animals to bring home experiment on. My favourite so far is the Wolfshrimp!
Sarg Bjornson  [author] 11 Aug @ 1:41pm 
A bug, also
Fbuter 11 Aug @ 11:31am 
@Roosebud
I’ve experienced the same issue, but I'm not sure what's causing it either.
Sarg Bjornson  [author] 11 Aug @ 9:04am 
A bug
Roosebud 11 Aug @ 8:57am 
Hey, so I've attempted to create a simple canine hybrid twice now. Created the growth cell without issue. But when a colonist inserts it into an electrowomb, the entire electrowomb just disappears without a trace. Not even an error in the log as far as I can see. Any idea what's causing this?
Sarg Bjornson  [author] 10 Aug @ 7:24am 
<3
Captain Jaxen 9 Aug @ 8:47pm 
Hey huge fan of the mod, played it back when it was genetic rim and its crazy how much it has improved since. One of the mods that make it impossible to go back to pure vanilla for me, just wanted to say how much I was enjoying this and Alpha Animals
Sarg Bjornson  [author] 9 Aug @ 9:21am 
0.1 is the opposite of what you want. Read the description on mouseover
Valhalla 9 Aug @ 9:18am 
Oh yeah it works, I set it to 0.1 and havent had any issues
Sarg Bjornson  [author] 9 Aug @ 8:43am 
Screw Cherry Picker, the options work.

What happens most of the time is people crank their commonality to 0.1, and then cry when it pops every day XD
Camalie 9 Aug @ 8:30am 
@Valhalla
I'm fairly certain there's an actual setting for that in the mod options to either make them rare or to disable them entirely. Failing that using cherry picker or vanilla events expanded should make it possible to disable the quest entirely.
Valhalla 9 Aug @ 8:25am 
That or make it more rare because holy shit
Valhalla 9 Aug @ 8:25am 
Is it possible to disable the lab quests? Its honestly annoying and I keep getting lab quest over and over every few days
✶ Fitz001 ✶ 9 Aug @ 6:14am 
@Ekinox this was discussed below
Ekinox 9 Aug @ 3:06am 
Can you please make the buildings able to be rotated?, it sometimes makes base building a pain since I have to plan for them not being rotatable
Molay 8 Aug @ 12:18pm 
@Sarg Bjornson Oh the being able to land at location is just a flag? Is there any possibility this could be made into a mod option for relevant mods? (this mod, insectoids 2 come to mind instantly), or are there technical reasons it's not done (risk of destroying critical parts of the lab/hive nests because the code tries to make space for gravship)?

Having the option would be really cool. For instance I know the flag is set to allow for it with VQE Deadlife, though since it takes so little space aboveground it also probably doesn't run into much issues.

Either way, curious if it would be sane to add it as a toggle option :)

Have a nice day!
Alaska 8 Aug @ 11:47am 
might be a mod conflict, or that its somehow out of date despite steam forcefully removing all my mods when 1.6 released
Alaska 8 Aug @ 11:46am 
i seem to not have the option to create hybrids
A9z4 7 Aug @ 1:08am 
@sarg bjornson Thanks though its not at all needed its just helpful
Sarg Bjornson  [author] 7 Aug @ 12:31am 
@A9z4: Not without some extensive coding behind it. Not interested in doing that for a mod that has been working fine for years at this point

@SpocklateChip: Doesn't have anything to do with hybrids, it's a flag you can set in the sites. We have to decide if we can add that flag. Regarding rotation, we are not supporting gravship rotation in mods, it'd require too many changes and isn't worth it