RimWorld

RimWorld

Vanilla Genetics Expanded
3,128 Comments
ShodawCat13 9 hours ago 
love this mod, looking forward to seeing what you can do with all the new animals, especially flying ones, and the Alpha Thrumbo :)
Oskar Potocki  [author] 13 hours ago 
Please report bugs using our google forms. The link is in the mod description. It will take you through all the bug reporting steps.
weisspure 9 Jul @ 5:08pm 
Awesome! I look forward to seeing what you guys have in store
Sarg Bjornson  [author] 8 Jul @ 10:37am 
Yesss
weisspure 8 Jul @ 10:09am 
Hey Sarg, whilst I certainly understand your apprehension at some of the feature creep suggested below, are there any plans to do anything with the new 1.6 features on the more technical side of things?

Stuff like Variable Tick Rate? Just asking because I think there could be some interesting potential performance benefits and I might be willing to take a look when 1.6 comes out proper, but if you guys already have some plans / something in the pipeline there's not much point
Colqhoun 3 Jul @ 8:22am 
wonder if any aspects of this will be in the third pillar of Odyssey
Sarg Bjornson  [author] 29 Jun @ 10:20am 
You have a bug
KindaLikeThat 29 Jun @ 10:19am 
colonists load all ingredients into genomorpher, but it doesn't activate? ingredients are consumed... what do i do?
Sarg Bjornson  [author] 29 Jun @ 1:01am 
Lots of things that could be done, but only so much hours in the day :)
Tookatee 29 Jun @ 12:56am 
You also have the Anamoly DLC to make use of, lots of unexplored potential for hybrids there using a bunch of stuff, including bioferrite, the obelisks, and the artifacts for any high end hybrids.

Some examples could be Metalhorror hybrids that excel in melee damage, with the resistances and weakness of the Metalhorror, shambler hybrids that can resurrect themselves (or work like a boomalope and upon death emit a cloud of Death pall), and/or some hybrid livestock abominations that produce harvestable meat or the shards. Not to mention the potential for crossover with the existing fleshbeasts in this mod).

And if you really wanted to you could even add a corrupted version of the Archocentipede with unique effects/harvestables and tie it into the end game of Anomaly.
Tookatee 29 Jun @ 12:49am 
Idk about the feasibility of it, but hybrid livestock animals that can navigate and "graze" deep water, space, or the new lava pools would be cool. Something nothing else in the game really does and would add a way to make use of terrain on a map that otherwise never gets much use due to them traditionally being an obstacle.

You could also go the route of adding something to "cure" player hybrids of their in born genetic diseases. Maybe have it obtainable only via a recipe using the products of a bunch of genetic creations, including some new hybrids that use the new biomes/space.

Could also make it a new world event quest that somehow incorporates the new spaceship stuff the new DLC has (critical components found in space stations/asteroids, unique wandering hybrids found in locations on the world/space as part of a quest).
velack14 28 Jun @ 9:25pm 
i have lots of great ideas for your mods i love and your alpha mods i use and oskar and his team make amazing mods that i enjoy help fuel my imagination for these mods. i have immense respect and care for your guys mods and enjoy ever moment with them on all my playthroughs. i just throwing some ideas out there that might help your older mods not feel so left out of new features your other mods been getting. P.S. i always have your mods running in all my games at once never try to leave one out.
velack14 28 Jun @ 9:25pm 
@Sarg Bjornson honestly i like the idea of making a zoo for others to visit or using the creatures in battle which is fun and what i do with the mod. But you are right Sarg the hybrids don't do much, maybe we could expand the game play kind of like your alpha animals does where they have unique mechanics like your areo fleet are power sources. Some hybrids can be functional as nurses or artillery creature, get real wacky with it. Maybe a hybrid that's its own walking ecosystem and creates fertile land where it walks and has a dome of oxygen for space travel. lot of ideas to make these creatures even cooler and fun and possibly more creatures for end game hybrids like how the centipede doesn't have to be the end and could add hybrid bosses to fight from other factions that use the creatures.
Sarg Bjornson  [author] 27 Jun @ 10:53pm 
New hybrids that do what? This has always been the problem with this mod
velack14 27 Jun @ 9:17pm 
With the new dlc are we able to possibly get new hybrids for this mod I would love for more mutant creatures
Droider 23 Jun @ 5:20pm 
Is there any sort of list i can see for all the possible hybrids?
Sean 21 Jun @ 9:11pm 
When the DLC comes out, do you guys have plans to make some hybrids and paragons fly?
DisgracedDairy 21 Jun @ 4:16pm 
Sarg do you like thrumfallos
Camalie 20 Jun @ 4:18am 
@Jimmy To further explain, the lifespan of the animals you create isn't shown properly because I don't think it's configured to show how quality affects lifespan and I'm not sure if it's possible. The thing that ends up doing in your hybrids/paragons are the diseases introduced by this mod, if I remember correctly. If that is the case then the quality just determines how long you've got with your creations before they start developing diseases and die.
Sarg Bjornson  [author] 20 Jun @ 3:30am 
Ignore the info panel
Jimmy 20 Jun @ 3:16am 
I just made a legendary thrumbo paragon and its life expectancy is only 4 years. I thought better genoframes were suppoed to have longer life expectancy?

Even though I find it illogical that the "ultimate" version of an animal would only have 2% of the base animal's lifespan, I get that it's a design decision. But it doesn't really seem worth it to go for the legendary creatures if this is intended
Sarg Bjornson  [author] 18 Jun @ 11:10pm 
Nah, working fine here, it's in your end
Clovusk 18 Jun @ 1:22pm 
any idea why with this and all the other vanilla mods installed it doesnt load any factions, this mod is the only one stopping factions loading up
Savage Servant 17 Jun @ 6:07pm 
Now I know to just keep trying :)
Sarg Bjornson  [author] 17 Jun @ 9:47am 
RNG is RNG. Or bug is bug
Savage Servant 17 Jun @ 8:33am 
Is there some sort of hidden mechanics to the precentage chance of making a hybrid, or is it normal that ALL (6 to be exact) attempts fail and produce only flesh growth?
Legendary genoframe, 4 attempts at Thrumbo Paragon and 2 attempts at Equine Paragon, all with mechanite booster, sterile setting, 20 Intellectual/20 Crafting guy operating the machines.
I got this mod in lategame, so materials are not a huge issue but it looks weird. 6 attempts at 80% success look like I'm missing something.
Sarg Bjornson  [author] 16 Jun @ 11:27pm 
Use mod options to disable them. Know mod conflict, but no one has ever bothered doing the work to tell us which mod causes it
Higurashi 16 Jun @ 11:13pm 
Sorry to bother but i cant get my mecha bears IFF to stop going down and i placed 2 antennas
Bat stealer 14 Jun @ 11:58am 
how do i purposefully botch the genomorpher? i want cute fleshlings
ParasiticSquid 12 Jun @ 3:00pm 
So, as a bit interesting of speculation before the DLC who would win in a 1v1: Alpha thrumbo or paragon thrumbo. My bets on alpha thrumbo since it seems to have other abilities besides just being a suped up thrumbo if the preview screenshots are right
veritas 12 Jun @ 11:28am 
Best part about this is the "plop" sound when extracting the grey matter. That shit is so fun :steamhappy:
MagicMarshmallo25 26 May @ 12:15am 
I know it would be a pain in the ass but i dont get the point of the human implants if they dont change anything visually about your pawns. :isaac:
SpicyWater 18 May @ 3:16am 
how does the compat with Pawnmorpher work? i see in the FAQ that you said yes to Pawnmorpher.
路在何方 17 May @ 12:27am 
Excuse me,DNA storage bank cannot placed at the position where the wall light is.Can it be improved please?This will greatly optimize the layout of my genetic buildings.:isaac:
knots6 11 May @ 7:17pm 
Is there a way to get the numbers on a certain implants at every quality specificly I would like to know the quality to production rate of the ovipostior and the muffalo mammeries at specific rarities
MysticalCyan 4 May @ 6:38pm 
Is there a way to intentionally botch creating a creature? I.. Kinda wanna make fleshlings as pets and do my best to make those little balls of goop happy
DerpyCharizard 2 May @ 8:31pm 
I checked the GTG Orbital Trader mod and it says that they fixed the VGE incompatibility? Maybe it's safe to remove the incompatibility tag with this mod now?
Sarg Bjornson  [author] 30 Apr @ 11:15am 
Nope
frickelas 30 Apr @ 10:25am 
i forgot can you extract genes from hybrids?
weisspure 26 Apr @ 3:31pm 
@Sarg
No worries and thanks for taking a look at my request. I love the mod by the way!
Sarg Bjornson  [author] 26 Apr @ 1:59am 
They all have their specific behaviours. Part of the appeal of the mod is to make new ones and discover them
Silas 26 Apr @ 1:48am 
Im sure this is a stupid question but, what's the purpose of the hybrids? Just combat or do they get specific yield bonuses?
Eng-Chasers 25 Apr @ 10:03pm 
Thanks for the explanation! This is a very good mod and fun.
Thanks again for the mod, Mr. Sarg !
Mr Monti 25 Apr @ 1:07pm 
@eisspure @Sarg Bjornson

Thank you for the information, at least i know I don't have to mess with my modlist. Any chance there will be an update to allow Creep modifications? Or an overall integration with Anomaly to add maybe dark/unnatural genomes? I imagine the VE team is busy with their newer stuff so an older mod like this isn't as important on the list.
Sarg Bjornson  [author] 25 Apr @ 10:07am 
@weisspure: Yeah, this mod is waaaay older than creepjoiners hehe. Btw, thanks for your PR

@Eng-Chasers: All hybrids have their own stat system, I doubt scenario tweaks would affect them
Eng-Chasers 25 Apr @ 10:02am 
The paragon, or at least Muffalo paragon seems to not have their stat subjected to scenario stat multiplier, I tested with only Vanila Framework, Genetic expanded, Rocketman and Fish, confirmed that at the least, their mass carry capacity is constant despite any setting in senario.
weisspure 25 Apr @ 9:10am 
@Mr Monti, I had that experience myself with just Core game + DLCs and Vanilla Genetcs + VEF.

No idea if it's a bug or Sarg's current intended design (this mod was written prior to Creepjoiners existing) but I don't think it's a conflict with something else you have installed.
Sarg Bjornson  [author] 25 Apr @ 6:53am 
I think I definitely pushed the wrong folder, then. Those are changes we are making to swap from Item Processor to Pipe System. They won't really work properly without the changes to VE Cooking too!

Let me repush
[JdG] Pejman 25 Apr @ 6:49am 
For instance recipe VCE_ParaMilkIntoCheese used to yield 20 VCE_ParaceramuffaloBrie

and current version it yields 25 VCE_Cheese and the def for VCE_ParaceramuffaloBrie is gone.

The old versions are still in the 1.5old folder
[JdG] Pejman 25 Apr @ 6:45am 
all the singular cheese from hybrids (stuff like VCE_GreenCheese or VCE_ParaceramuffaloBrie) were gone from the patches (at least notepad++ didn't find any matches and the game threw red on save load for missing defs)