RimWorld

RimWorld

Alpha Genes
2,913 Comments
Sarg Bjornson  [author] 2 hours ago 
No, they haven't ever failed for me
Nananabatman 2 hours ago 
None of the genetic tools don't work, it seems to be consistent with every modpack I make, anyone has any idea what might be causing this?
Krieg-173417 7 hours ago 
oh well then its something else, still 20/10 mod
Sarg Bjornson  [author] 20 hours ago 
This mod was designed in tandem with all VE Genes mods, so there is very unlikely to be any issues
Krieg-173417 20 hours ago 
Great mod and personally love it however i have a few conflicting ones that kinda break some, it sucks but vanilla expanded genes seems to cause a bit of a issue. or its one of the other 30 gene mods i have so just make sure before you go in too deep
Bones 21 Oct @ 12:40pm 
Wasn't there a setting for Gene Syphon to be able to choose a gene? How do we reactivate that?
Reestock 20 Oct @ 9:02am 
Fair enough.
Sarg Bjornson  [author] 20 Oct @ 8:21am 
Now you know why they are called Wretches instead of Perfectly Fine People lol
Reestock 20 Oct @ 8:20am 
My wretch died from developing lethal sensitivity to oxygen.
Sarg Bjornson  [author] 18 Oct @ 10:52pm 
Well, they will appear with the same probability as any other xenotype!
Hugalafutro 18 Oct @ 10:08pm 
I'm not trying to criticise the xenotype, I really like it and living under the mountain in the Forsaken Crags, but more wondering if Forsaken kids are possible / implemented? I've not messed with Biotech much to know if I can make them fertile that way. Thank you for your answers! Time to build that gene lab and see what it can do for me.
Sarg Bjornson  [author] 18 Oct @ 10:17am 
The way would be to make a new gene doing that, as I specifically did them this way on purpose
Az 18 Oct @ 10:06am 
Just to follow up on what Citizen Q asked, is there a way to make organ and limb regeneration not exclusive, or have a combined version?
Sarg Bjornson  [author] 18 Oct @ 9:48am 
Forsaken are sterile because that's how they were designed
Sasha the Slayer 18 Oct @ 8:42am 
yo branching follow up to my last comment, could an egg gene be added that's like, a clutch? for reptile/insect xenos?
Hugalafutro 18 Oct @ 4:14am 
Hi, what I don't get is if the Forsaken are sterile, why can I craft Forsaken Kid clothes? It took 12 years to get my 4th Forsaken in shuttle crash, can a Forsaken kid spawn in similar fashion? Or is there a way to make them fertile?
Hugalafutro 15 Oct @ 2:27pm 
Sorry I had a brain fart I thought I was on CE page - too many tabs and they all just show the steam logo :D Looks like Vanilla Helixien gas is not listed amongst CE patched mods on their github so that would answer my question.
Sarg Bjornson  [author] 15 Oct @ 7:20am 
What arrows??
Hugalafutro 15 Oct @ 6:46am 
Hi, I'm not sure if to ask here or on Helixien gas page, but the Forsaken arrows are only craftable from Electric Smithy, but not from the Gas-powered smithy.
Sarg Bjornson  [author] 14 Oct @ 11:06pm 
It's all on GitHub
orangelightning235 14 Oct @ 9:37pm 
is it possible to have this for version 1.4?

posted this comment on the wrong version, mb
Citizen Q 8 Oct @ 6:55pm 
Am I wrong in thinking that Regeneration doesn't regenerate destroyed limbs? If so, is there a reason it is mutually exclusive with Limb Regeneration? Kinda want a xenotype that can heal from *anything* except massive brain trauma.
Darmitan 8 Oct @ 4:24pm 
Hello, i love this mod, but i have a minor question. When giving tentacles to a pawn, the tentacles are always by defauls white. Is there a way to change it, or isn't suppose to be always white.
ggfirst 8 Oct @ 3:56am 
can you make a patch for making chemfuels with various milk & cheese from the mod?
Sasha the Slayer 7 Oct @ 7:23am 
is there any way to make egg generation faster for oviparous?
NoxVerna 6 Oct @ 6:54pm 
is there somewhere i could edit the freezing breath to be more equal to something like the greater flame spew?
Dankukus 5 Oct @ 12:45pm 
is there a way to adjust the commonality of any of the races or make them less common in specific/all factions? some races like helixian or mind devourors i feel shouldn't be with most common factions since why would normal people in normal factions hire someone who is so revolting it ruins their mood for the whole day just even catching a glimpse of them
Sarg Bjornson  [author] 3 Oct @ 11:02pm 
Can you replicate with only this mod?
Husker_85 3 Oct @ 7:12pm 
Having an issue with the Limb Regeneration gene not doing anything. Pawn with the gene lost a leg. Waited several days for all other wounds to heal. Still no leg. Waited a couple more days. Nothing
Sarg Bjornson  [author] 3 Oct @ 7:36am 
Yeah, seems to be a conflict with Integrated Implants
BG_N 3 Oct @ 7:31am 
Had an issue with the 'increased command range' gene causing my game to tank to 3 fps when a drafted mechanoid was on screen. Removing it using character editor immediately fixed the issue. Using a large modlist with mostly unmodified mechs. I'm certain the gene works fine outside of my list but I'm sharing here in case others have the same issue. Wonderful mod, I love your work
Nameless Keeper 3 Oct @ 5:56am 
I believe there is an issue with 'Larger' and 'Smaller' genes, for I see no difference in size when these two are active (whereas before, I could see it ).
I_is_Zed 2 Oct @ 9:18pm 
Having an issue where my teratogenic pawn can't use any abilities due to being 'incapable of violence' even though they're nonviolent and only affect themselves. Any idea of a fix? Could they be tagged as not being violent or something? Thanks
Sarg Bjornson  [author] 1 Oct @ 10:51pm 
"when you dont also have every other "alpha" mod installed"

See, found the problem there
sethkwright 1 Oct @ 3:38pm 
a lot of these xenotypes feel extremely out of place when you dont also have every other "alpha" mod installed :/ nothing you can do about that though.
GoldenDove20 30 Sep @ 10:48am 
Didn't know but know now :cupup:
Sarg Bjornson  [author] 30 Sep @ 10:16am 
Yeah, when mods patch the same thing, shit happens
GoldenDove20 30 Sep @ 9:35am 
Alpha Genes has a incompatibility with Integrated implants, specifically with the mech summon genes. I noticed whenever I summoned the mechs from this mod and drafted them, my game took a huge fps hit
Selandra the Bee 29 Sep @ 7:59am 
a single mind devourer should not be able to make three of my colonists turn wild.
magnumriley 28 Sep @ 1:42pm 
@Sarg: I am curious if I am having a mod interference with the Archite Gene for Regeneration. Is this gene not supposed to regenerate lost body parts such as a hand my colonist lost in a recent raid? Or do I need to have only the limb regeneration ability, because the genetics are mutually exclusive it seems when I make a Xenogerm with it? Does the archite gene work on all injuries or only internal injuries as suggested in the info box on the health panel?
Arel 28 Sep @ 11:31am 
does fleetkind fission while imprisoned?
XelNigma 26 Sep @ 7:08am 
@Sarg Bjornson: hmm that means the issue is with me. Thank you for the replay. Time to do some trial and error to find where or what I messed up.
Sarg Bjornson  [author] 25 Sep @ 11:11pm 
@lovett1701: They aren't

@XelNigma: It has no requirements
XelNigma 25 Sep @ 7:55pm 
newb question: I got a water regeneration genepack and injected it into a pawn. but for some reason its dormant. Beyond them being baseline they have latent psychic. Does this gene require another gene to activate it? I tried standing in water to see if it activated by that, but it didnt seem to, but im not 100% sure its hard to tell if the healing was from the tending or the gene.
lovett1701 25 Sep @ 7:45pm 
So, are the bullet's from the forsaken guns meant to be the guns spirtes themselves?
Bleb Johnson 25 Sep @ 8:39am 
I found a bug where any pawn can equip Forsaken weapons. When I change pawns stance from flee to attack, pawns who doesn't have weapon randomly equipping Forsaken weapons.
Sarg Bjornson  [author] 23 Sep @ 2:13pm 
Unfortunately it is a base game limitation, I wonder why they did it that way
Selandra the Bee 23 Sep @ 1:54pm 
@Bosh Oh my god i need that too its so annoying, and why i dont add mods
Bosh 22 Sep @ 7:37am 
Is there any easy way to reload all the custom xenotypes quickly when I change a mod or two? I don't like having to load and save all 136 of my xenotypes whenever I add or remove a single mod.
Selandra the Bee 21 Sep @ 5:49pm 
Your forsaken gamma bulbs grow during vanilla event expanded phychic blooms underground, killing my nutrifungus crops