RimWorld

RimWorld

Alpha Genes
2,681 Comments
Fallen_Erru 4 hours ago 
can you make nereids be able to share their realm? or maybe tp other people there?

first option could be cool if like 2 of them are spouses and second one would be just fun thing that maybe could be additional setting
my tummy hurts
batous9 10 hours ago 
This mod seems to have a conflict with geological land forms and the pocket universe where if you use the ability with the mod on it will not create the dimension and potentially break the save.

I confirmed this by adding mods starting with each letter until it broke and narrowed it down by removing a mod at a time until it worked and then re-added mods
Sarg Bjornson  [author] 12 Jul @ 7:38am 
There is a standalone Hugslib log mod. Use that, and put it on the Bug Reports discussion
このヘンタイ! 12 Jul @ 7:36am 
I testing and found problem on this mods, game keep report error and remove all mods as start
I wish to give log but hugslib still not update and Pastebin only support 512kb (this file 3.1Mb) soo sorry I must use google drive for this

https://drive.google.com/file/d/1aKT9F9J9HCbb9www1u2QHKR3F-Zueiap/view?usp=sharing
Sarg Bjornson  [author] 11 Jul @ 10:21am 
I need a log
Viri 11 Jul @ 10:07am 
Using the Sting Implanter endogene causes the UI to disappear and makes the game uncontrollable.
rogywantscoffee #1 hater 10 Jul @ 4:58pm 
and what about adding genes like electricity powered. (will gain bonuses from being near live electricity)
Hamacelos 10 Jul @ 11:14am 
sarg , since oskar probably wont, any chance we could get two plant ladies for the anomaly and oddisey trees?
Sarg Bjornson  [author] 10 Jul @ 10:13am 
@Spacecowboy2011 : I honestly don't know

@Gidwelion: If you want to try my take on VRE Insectors, it's called... VRE Insectors :P
Gidwelion 10 Jul @ 8:44am 
Any chance ull rework your hiveling to synergize with VRE-Insector mechanics if the mod active ?
Spacecowboy2011 8 Jul @ 5:34pm 
I just had a quick question concerning the Raid Presence modification genes. I am utilizing the Show Raid Points mods and playing on unstable 1.6, using Alpha alongside the B&S ones and that's about it. At the surface level it appears that despite using the half and no raid presence, the values themselves do not change when I look at the raid points calculations through both Dev mode and the Show Raid Points mod.

Does Alpha Genes reflect this modification to a pawn's raid presence value in some other way that can be visible to the player, or is it an invisible adjustment done after the fact? Much appreciated in advance, I've enjoyed many of the xenotypes and genes this mod introduces, and the labs make for some very fun themed runs as well.
mrkakvastam 8 Jul @ 4:37pm 
Does Rainmaker work indoors? I made my pawn a rainmaker but after several days the rain stopped. Can this be because my rainmaker rarely leaves the indoor area?
Thunder Dong 8 Jul @ 3:01pm 
is there any way to recolour the wings? or an addon mod that allows this? Love the angel wings but want to recolour them to black
CryptoTest 8 Jul @ 2:55pm 
Just spent way too long waiting for my parasite baby to be born but no matter what I do the patient is dying at 78% :(
Sarg Bjornson  [author] 6 Jul @ 10:25pm 
Mod options
Jo King 6 Jul @ 4:48pm 
is there a way to make the abandoned biotech lab quest more rare? i thought there was but i cant find it
TheRandomFox 5 Jul @ 6:44am 
Maybe put it in the Google Doc since that one managed to get through?
Sarg Bjornson  [author] 5 Jul @ 6:42am 
I'd love to add it, but Steam keeps deleting it: juanosarg
TheRandomFox 5 Jul @ 6:11am 
You mentioned a Github in the description, but I think you may have forgotten to add the link.
rogywantscoffee #1 hater 5 Jul @ 5:16am 
oh my days ive been so dumb this entire time i need other mods in order to get some genes!!!!
Sarg Bjornson  [author] 5 Jul @ 3:47am 
Well, good thing then that this mod doesn't add a fungal category, right? ;)
rogywantscoffee #1 hater 5 Jul @ 3:26am 
random genes here and there just dont appear ever and i get no error logs the entire fungal catagory doesnt exist
Sarg Bjornson  [author] 5 Jul @ 2:37am 
@rogywantscoffee #1 super fan: errr, no, that is KCSG, and it's a warning, players can ignore those

@Lewibie: You still get a log, though
Lewibie 5 Jul @ 1:48am 
when i load the game with this mod, the game uses a lot of memory then crashes
rogywantscoffee #1 hater 5 Jul @ 1:37am 
ah so when the log came up saying "alpha genes contains missing symbols" it meant you actually couldnt see some genes like the fungus ones
Sarg Bjornson  [author] 4 Jul @ 10:54pm 
No
Drunken Eagle 4 Jul @ 10:52pm 
I guess aquatic genes will be changed quiet a bit for the new patch.
BUTIN 4 Jul @ 3:18pm 
Update: sorry for not reporting with logs, HugsLib was giving me a 401 for a while. Played around with different mods and RimWorld version, Alpha Genes and Fungoid mod are working fine now
Sarg Bjornson  [author] 4 Jul @ 11:06am 
Nothing is broken unless you report it properly
BUTIN 4 Jul @ 11:02am 
Fungal genes are broken, colonists with Fungal Speed in existing saves aren't able to perform tasks, just wander idly
rogywantscoffee #1 hater 4 Jul @ 6:55am 
Just use the 1.6 or 5 version even though your save may be bricked you can oasis try again that’s the fun part. Also I need help I can’t find any of the fungal genes like they don’t even exist
Sarg Bjornson  [author] 3 Jul @ 11:02pm 
v4.02:

- Fixed GeneGizmo_Resource_Metal affected by base game code refactors
moo 3 Jul @ 7:33pm 
Hi. Got this error in devmode trying to open the thing/thingstack tool:

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type AlphaGenes.GeneGizmo_Resource_Metal has invalid vtable method slot 22 with method none
Sarg Bjornson  [author] 2 Jul @ 10:48pm 
v4.01:

Added MayRequire for Ideology for PruningSpeed
Nugut 2 Jul @ 6:09am 
Ah oki thanks for clarifying ^^
Sarg Bjornson  [author] 2 Jul @ 6:05am 
It was designed like that
Nugut 2 Jul @ 6:04am 
Is that planned? or is that just too difficult to add the metals to the food policies as it is a bit annoying having my mineral eaters randomly eat my gold and silver when i have tons of steel but ngl overall gotta say this mod as become a must have for me so ngl amazing work
Sarg Bjornson  [author] 2 Jul @ 5:57am 
There isn't
Nugut 2 Jul @ 5:46am 
Hey question is there a way somehow im missing to control what kinda metal mineral eaters are able to eat as i can't use the normal food policies and idk if there isn't a different menu or something for that
Sarg Bjornson  [author] 1 Jul @ 10:51pm 
juanosarg
American Crow 1 Jul @ 7:03pm 
where in github
Sarg Bjornson  [author] 1 Jul @ 7:24am 
No, it's in GitHub
tyryi 1 Jul @ 7:19am 
Could you maybe upload a legacy version for 1.4?
Sarg Bjornson  [author] 30 Jun @ 10:23pm 
Then no
MrUglyFace 30 Jun @ 4:13pm 
I’m pretty sure they’re asking if they can disable the custom xenotypes this mods adds
Sarg Bjornson  [author] 29 Jun @ 11:39am 
I still don't know where you mean
Kc 29 Jun @ 11:36am 
sorry im a tad bit new to the xenotypes lol BUT i meant when we load in xenotypes that ppl have made i was wondering if their could be a disabled option for it:) sorry idk if im making much sense TWT
Sarg Bjornson  [author] 29 Jun @ 11:33am 
Not sure what you mean by "suggested xenotypes"
Kc 29 Jun @ 11:20am 
just a question but is their a way to disable you guys' suggested xenotypes in the xenotype tab TWT so many..if not thats fine too i just saw an option where we can summon all of them so i was wondering if their was an option to disable you guys' custom ones probably not though