RimWorld
Alpha Genes
2,914 件のコメント
Citizen Q 10月26日 6時03分 
Regarding the Regeneration vs Regenerating Limbs genes, any chance we could get a combined version?
Sarg Bjornson  [作成者] 10月24日 1時09分 
No, they haven't ever failed for me
Nananabatman 10月24日 1時02分 
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 10月23日 19時41分 
oh well then its something else, still 20/10 mod
Sarg Bjornson  [作成者] 10月23日 7時14分 
This mod was designed in tandem with all VE Genes mods, so there is very unlikely to be any issues
Krieg-173417 10月23日 7時04分 
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 10月21日 12時40分 
Wasn't there a setting for Gene Syphon to be able to choose a gene? How do we reactivate that?
Reestock 10月20日 9時02分 
Fair enough.
Sarg Bjornson  [作成者] 10月20日 8時21分 
Now you know why they are called Wretches instead of Perfectly Fine People lol
Reestock 10月20日 8時20分 
My wretch died from developing lethal sensitivity to oxygen.
Sarg Bjornson  [作成者] 10月18日 22時52分 
Well, they will appear with the same probability as any other xenotype!
Hugalafutro 10月18日 22時08分 
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  [作成者] 10月18日 10時17分 
The way would be to make a new gene doing that, as I specifically did them this way on purpose
Az 10月18日 10時06分 
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  [作成者] 10月18日 9時48分 
Forsaken are sterile because that's how they were designed
Sasha the Slayer 10月18日 8時42分 
yo branching follow up to my last comment, could an egg gene be added that's like, a clutch? for reptile/insect xenos?
Hugalafutro 10月18日 4時14分 
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 10月15日 14時27分 
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  [作成者] 10月15日 7時20分 
What arrows??
Hugalafutro 10月15日 6時46分 
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  [作成者] 10月14日 23時06分 
It's all on GitHub
orangelightning235 10月14日 21時37分 
is it possible to have this for version 1.4?

posted this comment on the wrong version, mb
Citizen Q 10月8日 18時55分 
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 10月8日 16時24分 
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 10月8日 3時56分 
can you make a patch for making chemfuels with various milk & cheese from the mod?
Sasha the Slayer 10月7日 7時23分 
is there any way to make egg generation faster for oviparous?
NoxVerna 10月6日 18時54分 
is there somewhere i could edit the freezing breath to be more equal to something like the greater flame spew?
Dankukus 10月5日 12時45分 
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  [作成者] 10月3日 23時02分 
Can you replicate with only this mod?
Husker_85 10月3日 19時12分 
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  [作成者] 10月3日 7時36分 
Yeah, seems to be a conflict with Integrated Implants
BG_N 10月3日 7時31分 
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 10月3日 5時56分 
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 10月2日 21時18分 
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  [作成者] 10月1日 22時51分 
"when you dont also have every other "alpha" mod installed"

See, found the problem there
sethkwright 10月1日 15時38分 
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 9月30日 10時48分 
Didn't know but know now :cupup:
Sarg Bjornson  [作成者] 9月30日 10時16分 
Yeah, when mods patch the same thing, shit happens
GoldenDove20 9月30日 9時35分 
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
Crystal the Dragon 9月29日 7時59分 
a single mind devourer should not be able to make three of my colonists turn wild.
magnumriley 9月28日 13時42分 
@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 9月28日 11時31分 
does fleetkind fission while imprisoned?
XelNigma 9月26日 7時08分 
@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  [作成者] 9月25日 23時11分 
@lovett1701: They aren't

@XelNigma: It has no requirements
XelNigma 9月25日 19時55分 
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 9月25日 19時45分 
So, are the bullet's from the forsaken guns meant to be the guns spirtes themselves?
Bleb Johnson 9月25日 8時39分 
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  [作成者] 9月23日 14時13分 
Unfortunately it is a base game limitation, I wonder why they did it that way
Crystal the Dragon 9月23日 13時54分 
@Bosh Oh my god i need that too its so annoying, and why i dont add mods
Bosh 9月22日 7時37分 
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.