RimWorld

RimWorld

Vanilla Races Expanded - Genie
190 Comments
De Parapluman 12 Jul @ 8:23am 
@lady Vykeen, invisible genies might be due to gradient hair it can render bald pawns invisible. I made a fix ages ago, havent played in ages but it might still work.
pyr0kid 17 Jun @ 3:01am 
yo i just wanted to say thanks for all the mods
Sarg Bjornson  [author] 15 Jun @ 9:29am 
Not a bug, but ok
Blueo 15 Jun @ 8:47am 
when you update to 1.6 pls fix the blood crawl color bug too
Salatrüpel 28 May @ 2:21pm 
yoou have to rub lamp. then he comes out again. but only 2 wishes left..
Sarg Bjornson  [author] 9 May @ 1:35am 
No such bug tracked
Lady Vykeen 9 May @ 1:25am 
Did anyone happen to fix the invisible genie bug? Mine has just suddenly become invisible.
DondarfSnowbonk 26 Apr @ 10:00pm 
"Q: Why antibiotics addiction makes pawns resist the effect?"

If you want a rationalization for this, think of it as the microbes of the Rim developing resistance to the drug because of overuse.
Eggnog98 19 Apr @ 11:30pm 
lmao just had a genie prisoner die from the flu. I really should have read this mod before playing with it. Time to stock up on antibiotics for the next prisoner. :P
twystd 21 Mar @ 4:40pm 
genies seem kind of uninteresting compared to the other ve race mods, i'd like to see more interesting interactions with the curiosity mechanic

maybe after reaching certain skill thresholds in their chosen curiosity, they could get race-specific boons for that specific skill

e.g. starting from level x in crafting, a craft-curious pawn gains y% chance to not consume resources when crafting, increasing per level up to a maximum of z%

high level cook-curious pawns could have increasing mood buffs for meals they cook to represent how they learn food presentation, etc etc

a different idea could be giving genies strong and immediate buffs towards their current curiosity, but having their chosen curiosity temporarily flit around to different subjects after reaching a point of satisfaction in their "main" one

also, maybe there's something to making genies innately advantageous as mechanitors or when dealing with mechtech?
StockSounds 1 Feb @ 5:24pm 
I want this mod to be more than "It's big brain time".

If this were to ever be added to, I may suggest expanding on the antibiotics.
How about a suit or accessory that can automatically administer any substance you put in it.
- Yayo when they're sad
- Go-Juice when they enter combat
- Luciferium when they're dying
- Antibiotics when they're sick
- Any of them if the pawn's gotta get their fix of something devious.
- So on and so forth, and with accessibility for modders to select which function their item should do, probably with the Yayo one by default.

That one addition feels like it could make this as valuable as Fungoids, even if it's not technically an addition to genies, which don't really need anything else in my opinion.

And I'd like to take this moment to acknowledge that beggars can't be choosers. You're the boss, not me, I just like sharing ideas.
Alcatraz David 26 Oct, 2024 @ 5:08am 
So I have this weird problem, while everybody has issue with pawn being invisible, for me they are "visible" but just the head =]]]
Is anyone know about this ? :)))
Maxie 27 Sep, 2024 @ 2:14am 
With Blue Blood they still leave a red trail, could that get updated?
Narada 8 Sep, 2024 @ 7:52am 
Hello team fantastic (sorry for the previous post I deleted, I figured it was a bad on my end lol)... now I come with a question - will your Genie textures ever be HD?
Sarg Bjornson  [author] 27 Aug, 2024 @ 10:57pm 
Try
Viper 27 Aug, 2024 @ 8:04pm 
@Sarg: a very niche question: will the Animals Curiosity gene from this mod give recreation gain if we also have the 0x% Animals Learning from Bonding: Abhorrent precept?
Waleczny_bigos 26 Aug, 2024 @ 11:07am 
Why is the colonist/prisoner consuming antibiotics like candy, and not just occasionally, but all at once, one after another?
theseeper666 27 Jul, 2024 @ 4:43am 
Finally I can create Megamind
Bob 24 Jul, 2024 @ 6:14pm 
Once you get a disease, you're pretty much dead. Mine got malaria and i daily dose him with antibiotics but he sitll dies.
Simbach Vazo 22 Jul, 2024 @ 11:22am 
Question, do pawns automatically take antibiotics when getting infected or do I always need to manually administer it?
Eiza 20 Jul, 2024 @ 11:24am 
When downed and crawling, the genies create red blood smears on the floor instead of the blue blood specified by the mod. Might be a good thing to add.
LSP 13 Jun, 2024 @ 2:08am 
yeah you're probably right as my friends use this mode and they never had a problem with it, I suspect its the GradientHair mod in my mod list, ever since I removed it things work fine
Sarg Bjornson  [author] 11 Jun, 2024 @ 12:25am 
Not caused by this mod for sure
LSP 10 Jun, 2024 @ 11:50pm 
There appears to be a bug in this mod, whenever a genie spawns in the game it breaks the rendering and genie sprites are invisible on the map, moreover if another colonist (not a genie) goes near a genie (dead or alive) they too become invisible. Is anyone else getting this problem ?
that aside these are very nice mods and I appreciate the hard work put into them
The Hat 3 Jun, 2024 @ 11:58pm 
What are all those devices pictured and why aren't they included in the mod?
stormarmy 16 May, 2024 @ 12:01pm 
Ive noticed something odd with the genies

they have no immunity at all, so the gain speed is very low, thats working as intended

Some diseases however seem to regress to 0 and disappear. Malaria is one, Flu is another. I've just had a Malaria outbreak in my colony, 2 prisoners, 3 colonists got it. Of the colonists, 1 is a baseliner, 1 a saurid and 1 a genie. This happened on the 5th septober, it is now the 6th septober and the genie is cured, no antibiotics required. I have other mods, but as far as i know none of them mess with immunity gain or disease severity gain. happy to dm screenshots
Sarg Bjornson  [author] 14 May, 2024 @ 9:50am 
Eventually. Low priority
INk 14 May, 2024 @ 9:27am 
how about recolor red blood trail to blue while genie is crawling to bed 1.5
cyanobot 7 May, 2024 @ 11:47am 
With the new crawling mechanic in 1.5, genies leave regular red blood smears instead of blue/purple.
give me games on GoG 30 Apr, 2024 @ 11:38am 
awesome mod thx
slyfox43 17 Apr, 2024 @ 12:07am 
@gigawattz If you have the Gradient Hair mod, try turning that off. For some reason any pawn that is bald and has gradient hair causes pawns to not be rendered.
Sarg Bjornson  [author] 15 Apr, 2024 @ 11:07pm 
Working fine here
Watts Up 15 Apr, 2024 @ 7:00pm 
The cosmetics in this mod (and maybe others) seem to break the graphics rendering any time that they are on screen. All pawns and some other objects stop getting rendered when they're on screen.
Oskar Potocki  [author] 4 Apr, 2024 @ 1:42am 
There's no gene toggles in this mod because genes can be changed in xenotype editor.
HoNkZeE MaKaRa 4 Apr, 2024 @ 12:19am 
MEGAMIND?!?!
anderzzonz72 1 Feb, 2024 @ 12:12pm 
can i toggle the head gene
Sarg Bjornson  [author] 22 Jan, 2024 @ 11:00pm 
They don't break drug policies
Vartarhoz 22 Jan, 2024 @ 2:50pm 
Since antibiotics are drugs they break DrugPolicy somehow, beware before installing mod.
Sarg Bjornson  [author] 4 Jan, 2024 @ 11:14pm 
All will be modded
Art Student 4 Jan, 2024 @ 7:43pm 
some question here about the mod similiar to this remake of official race, so if i add this mod will all the new upcoming genie will all become the modded version or is it a mix of 50/50 between the vanilla and vanilla expanded genie ?
Sarg Bjornson  [author] 26 Dec, 2023 @ 11:26pm 
Mods based on existing IPs tend to get much lower subscriber numbers, so we usually don't, with a few exceptions here and there
The Crooked 26 Dec, 2023 @ 10:44pm 
hey, sorry for offtop but i am amazed of your work and i just started playing rimworld. Are you planning on adding some of star wars stuff? Lightsabers, jedi, forcepowers etc.?
Asar_Waroth 25 Nov, 2023 @ 4:42am 
I spawn raid with Ancient Soldier from vanilla ancient and all 22 raiders are genie, in past i notice that every ancient in sealed vault not from cryprosleep casket also were genie.
Yehoria 22 Nov, 2023 @ 11:26am 
Elongated heads don't play well with pig noses. I know, because i made a colonist with both, and the nose was barely touching the face.
Sarg Bjornson  [author] 1 Nov, 2023 @ 12:15am 
They absolutely don't die if you use antibiotics
JustSomeEggsInAPot 31 Oct, 2023 @ 6:32pm 
dying seems like it would make things a bit harder to me so i'm not sure exactly what you would want TACOTONY
TACOTONY 28 Oct, 2023 @ 7:03am 
Maybe I'm just dumb but how would this make the game harder exactly? Yes I can see how it would be harder if even a scratch would mean death on a Genie but am I gonna expect any other forms of difficulties aside from the Genie's coverage?
Kosh 4 Sep, 2023 @ 3:14am 
Could you please make "curiosity gens" compatible with each other?
Sarg Bjornson  [author] 13 Aug, 2023 @ 1:42am 
Just a lil oversight
Von Vetur 10 Aug, 2023 @ 6:36pm 
For some reason this and a few other race mods do not show Biotech as a requirement
(in-game Mods screen).
For example Hussar is showing Biotech as dependency, however Genie and Android don't.
Could this be a bug or is it known issue?