RimWorld

RimWorld

Tribal Genetics
80 Comments
Mlie 2 Sep, 2023 @ 12:57pm 
Bussy Butcher 14 Aug, 2023 @ 4:18am 
I hope this mod gets updated or "continued", you really made something great here!
Emperor Lowa 24 May, 2023 @ 11:34pm 
yeah maybe its my modlist but the gene shaman's extraction ability doesn't work right.
I think if its never used the game won't freak out? The rest of the mod works? Not being able to extract genomes is a problem however. oh well, Hopefully this mod eventually gets updated.
4ydra 1 Mar, 2023 @ 11:47am 
I found this mod to late. Please update.
affairs most succubussian 19 Jan, 2023 @ 12:58am 
I love your concept sooooooo much!! Please please remake or at least update this w/Biotech in mind! =D
✶ Fitz001 ✶ 7 Jan, 2023 @ 3:23pm 
I really enjoyed forcing people screaming into the tissue grinder :(
hottt3 28 Dec, 2022 @ 6:42pm 
Has anybody tested if this mod still works with 1.4?
Sarelth 8 Dec, 2022 @ 2:47pm 
Looking forward to a Biotech version for sure. Love the idea of a group of Tribals dedicated to Xenogerm enhancement with rituals and such. :)
Roque the Rogue 23 Nov, 2022 @ 7:36am 
Does this even need a 1.4 update? all it interacts with is divorced from the game, unless something core changed about ideology, otherwise I think, this just requires integration with Biotech if possible.
KOZ1K 11 Nov, 2022 @ 10:02pm 
I would LOVE to see this mode (Or a mod like it) Remade for Biotech. Super cool idea and I'm sure you can balance it by being inconvenient or high cost compared to the high tech version of messing with genes. I just want to play with biotech genes in tribal or maybe better in neolithic, I dont care about being integrated with VGE, as Biotech covers what I want.
TheGreenDigi 22 Oct, 2022 @ 12:38pm 
Oh yea, combining the two sounds like a great idea, Just didn't want the animal genetics to be left behind
Jangles  [author] 22 Oct, 2022 @ 12:29pm 
I don't want to abandon this, per se, it's just that as this is a fairly small mod currently I'm thinking it would be easier to make a mod that's build around Biotech from the ground up, that includes the features of this mod as an extension if you have VGE installed, rather than updating this mod to have a bunch of content that only activates if you have Biotech installed. But I'm just spitballing rn, I haven't played around with Biotech's genetics enough to know what I'd make for it yet
TheGreenDigi 22 Oct, 2022 @ 7:12am 
That's entirely understandable! I'm super excited to get something like this for biotech's genetics, but would be a shame to see this abandoned entirely since it's super cool and fun to mess around with animal genetics early on
Jangles  [author] 21 Oct, 2022 @ 6:38pm 
I'll try to get this updated to 1.4 quickly but I'm in the process of moving rn so it might be a little while. Though full disclosure any plans I had to continue or expand this mod will probably end up going into something that interacts with Biotech's genetic engineering systems as that would be more in line with the intended spirit of the mod
VelxraTV 21 Oct, 2022 @ 5:03pm 
Please update to 1.4
Rostropovich 27 Sep, 2022 @ 12:59pm 
This is a great addition both mechanically and thematically, and as a person who plays lower tech and slower / more random research allows much more genetics fun without having to tech tree rush. Thanks for making and sharing it.
Glacies 17 Sep, 2022 @ 12:53pm 
This is so cool as a concept that I think I just found another permanent custom faction for my playthroughs. You absolutely knocked this one out of the park.
Jangles  [author] 14 Sep, 2022 @ 12:49pm 
Wow, high praise! You're welcome and I'm very flattered 😁
Oma@Stricken 14 Sep, 2022 @ 4:33am 
Thank you for gifting me with one of the most fun Rimworld playthroughs I had so far.
Jangles  [author] 13 Sep, 2022 @ 2:08pm 
Not presently, no. I'd like to include hybrids somehow but I haven't been able to think how to "tribalify" the process of making genomes or growing them into hybrids
Paolini 13 Sep, 2022 @ 2:49am 
so youc an only create implants with this mod ? thought you could give birth to hybrids through shaman magic
Mr. Chimmie 11 Sep, 2022 @ 7:10pm 
thank you my good sir for creating this magnificent work of art...
Jangles  [author] 2 Sep, 2022 @ 3:16am 
Glad to hear it, there wasn't much I could do without the logs. Did you figure out what was causing it? I should probably mention it somewhere in the description if it's a repeatable problem
Dante 1 Sep, 2022 @ 9:43pm 
Nvm, I fixed it. :headcrab:
Dante 23 Aug, 2022 @ 7:12pm 
@Jangles I made an collection of my mods, i hope this helps you. i couldn't see why it was acting up in the logs
Jangles  [author] 23 Aug, 2022 @ 4:54am 
@Mewpoke231 That's odd. Could you send me your modlist or a hugslib log? I'll help if I can but there's not much I can do without more info
Dante 23 Aug, 2022 @ 2:35am 
I don't see the meme, i don't have any of the incompatible mods please help
hottt3 21 Aug, 2022 @ 11:05am 
Good mod! I use it in my game:steamthumbsup:
Jangles  [author] 21 Aug, 2022 @ 8:15am 
1.2 Update: Sacred genetics no longer incompatible with Transhumanist meme. Added three new buildings to decorate your sanctified labs with: a torch made from a repurposed wood pulper and two columns made from stacked junk from a genetics lab.
Jangles  [author] 17 Aug, 2022 @ 4:13am 
@m11kire Yeah, I probably should. Tbh it's only incompatible with Transhumanist because of the way the code works, I wanted to make the meme incompatible with body purists and the easiest way to do that was by just adding it to the existing transhumanist/body purist exclusion group.

Kind of a lazy solution. I'll change it in the next update.
m11kire 16 Aug, 2022 @ 6:35pm 
would you be willing to change the mod so sacred genetics isn't incompatible with transhumanism? i want to start as a sacred fluid tribe and later take transhumanist
tsukiouji 14 Aug, 2022 @ 5:05pm 
Nevermind lol, I see the similar earlier question now
tsukiouji 14 Aug, 2022 @ 5:04pm 
Hm, do the tech-limiting STs from the VE Factions mods prevent access to this stuff?
Jangles  [author] 7 Aug, 2022 @ 12:49pm 
Probably? I don't believe adding it mid-game would cause any problems, except for the fact that you can't really access any of the new content without the Sacred Genetics meme, so you'd either have to be using a fluid ideologion or use dev mode to add it in.
NARC 7 Aug, 2022 @ 9:18am 
Can i add it to an existing savegame ?
Durgur 31 Jul, 2022 @ 1:15pm 
This was during both ideo creation and Dev mode/fluid ideo changes. I remade my mod list and it's fixed now, it was either a mod incompatibility or the listing order.
Jangles  [author] 30 Jul, 2022 @ 2:02pm 
That's strange. Was this during the ideo creation screen, or editing it later down the line through dev mode or fluid ideo changes? I'll try to look into it but there's not a whole lot I can do without knowing what the circumstances were
Durgur 30 Jul, 2022 @ 10:05am 
The gene shaman role is not visible for some reason, the role is not even grayed out it's just gone from the role list. Don't know why.
Fi 27 Jul, 2022 @ 10:46am 
Thanks. :heart:
Jangles  [author] 27 Jul, 2022 @ 10:43am 
@Fi Should be fine. No new research projects are added, so tech level doesn't matter
Fi 27 Jul, 2022 @ 10:34am 
Does this require a specific tech level? I like to play restricted at Medieval, but I don't know if I'll still be able to use your mod's features at that tech level. (Still learning the game.)
Jangles  [author] 27 Jul, 2022 @ 3:41am 
It's an expansion for VGE, it wouldn't work without it
hottt3 26 Jul, 2022 @ 9:37pm 
@Jack_Hazardous Oh really. That's good!
Hazardous 26 Jul, 2022 @ 8:50pm 
Its designed to be used with VGE
hottt3 26 Jul, 2022 @ 5:50pm 
I see. By the way, is it ok to use this mod along with Vanilla Genetics Expanded?
Jangles  [author] 26 Jul, 2022 @ 5:02pm 
@hottt3 Yep. The new buildings and rituals are all connected to the Sacred Genetics meme
hottt3 26 Jul, 2022 @ 2:26pm 
As far as I understand this mod works only when the appropriate ideology is chosen. Am I right?
Jangles  [author] 26 Jul, 2022 @ 4:29am 
I've considered it, I just haven't figured out a good way to implement it yet. I think maybe you could have an electrowomb that needs to be kept fuelled with meat or something, and if you let it run out it automatically produces a failed hybrid. I'm not sure about the genomorpher though. For one thing I don't know what the best way to tribal-ify it would be, for another I'm a bit wary about tinkering with the code for the genomorpher since it's a fair bit more complex than just workbenches.
Ferris Argyle 25 Jul, 2022 @ 6:19pm 
is there any chance you will make an ancient Genomorpher and electrowomb to go along with this mod? Possibly with a higher chance of failures or inability to see what you'll create somehow?
I Haven't Had Sex Since 2003 22 Jul, 2022 @ 1:39am 
I've always wanted the specific gene that allows me to chuck spears and talk to rocks more proficiently.