RimWorld

RimWorld

2,765 ratings
Alpha Genes
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Mod, 1.5, 1.6
File Size
Posted
Updated
21.033 MB
22 Nov, 2022 @ 2:02am
12 Jul @ 12:56am
81 Change Notes ( view )
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Alpha Genes

Description
[www.patreon.com]

Features

- More than 300 new genes. Some are very low impact, while some are truly game changing.
- 16 new xenotypes with wild mechanics.
- A new "Custom random" xenotype that allows you to make new player created xenotypes, and have them loaded into two new custom factions.
- Abandoned Biotech labs quests, similar to the ones in VE Genetics, that give access to all the new genes during play.
- Genetic tools that allow you to tweak your colonists' genes. Obtainable through lab quests or normal quest rewards.

A list of genes can be found on this Google Docs document. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1CtbPQq6rouj-7lhVWQdJz4ysWFtxvly1yTYiZ-Si1a4/edit?usp=sharing

Content


























Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

Future plans

Oh you can bet I will add new things!

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not to be messed up.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Does this need Alpha Animals / Biomes / etc
A: No, though a couple more genes will be added if you have them too

Q: Can I suggest a new gene?
A: Without a doubt! Please use the pinned Suggestions thread or I may not see it

Q: Is it compatible with another mod that adds genes?
A: Depends on what genes such mod adds. Generally speaking, yes. I only assure compat with VE mods and things RedMattis does because he's cool

Q: Does this work with Combat Extended?
A: It should

Q: Does this work with multiplayer mods?
A: No support for any multiplayer mod from me. Updates will probably break it

Q: Reeeeeee, this is bloat!
A: I'm rubber, you are glue

Changelog

Full changelog on GitHub

Credits

Everything created by Allie, Erin and Sarg. Credit for some of the sounds can be seen on a file on the About folder of the mod, or (better) on GitHub

The Forsaken were ported to Biotech by Major Quadrangle and Matsay, who graciously allowed me to adapt their work to this mod. Credit to Kikohi, Trunken and Immortalus for maintaining the Forsakens mod for years, as well as Crisp and ChJees for the original concept of them.

Thanks to Oskar Potocki for being a good friend.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Popular Discussions View All (2)
975
18 Jul @ 1:26am
PINNED: Bug Reports
Sarg Bjornson
863
3
2 hours ago
PINNED: Suggestions
Sarg Bjornson
2,709 Comments
Dremarian 10 minutes ago 
Hmm... Might be an interaction thing, but I just 'Frostbite' damage with the gene Cold Immunity. :( I'm not seeing it near the acid damage multiplier on the character sheet anymore.
tsuzumi 5 hours ago 
Limb Regeneration seems to conflict with Organ Regeneration from Pig Skin
happy sisyphus 7 hours ago 
@Kirrouk I agree, not being able to land the grav ship at the bio labs is really unfortunate.
Jack Niggleson 18 Jul @ 11:32am 
Is there a way to control which xenotypes spawn? I love 90% of what AG adds, but would prefer to nix some of the goofier/more OP xenotypes like the forsaken.
Don Santana 18 Jul @ 8:01am 
The "Parasatized by ..." mood expires after 60 days but the gestation takes 15 days. That is diabolical xD
Baron Von Gibon 17 Jul @ 5:37pm 
Ok you got a laugh from me with the gene descriptions, gj. Good mod, too.
SiCall 17 Jul @ 3:55pm 
Limb Regeneration doesn't work when pawns lose the entire leg or arm, as it will only become cut off (fresh) and start to bleed again, but not actually regenerate. Works fine for fingers and lesser stuff.
MMorin 17 Jul @ 12:33pm 
love it, any chance on updating the forsaken armor to have vac resistance?
Mr.S 17 Jul @ 10:50am 
I like this mod very much, but there are two things I would like you to add:
1. On the summon mechanoids ones you should add ''But I can deconstruct them to get free subcores!'' and then the single player thing like the the decreased bandwith one.
2. Wings should be separated into 'No wings', 'Has wings', the style of the wing (with either random or a default wing), the malformed wing and then the gasbags, as all of them, excluding the malformed wing and gasbags, are entirely identical. Just some formating I'd like
But you do you, I can't decide what you do or don't do
Asunib 17 Jul @ 10:33am 
hey sarj, thanks for updating this mod for 1.6 immediately! not sure how the game handles this, but i can't land my gravship at the biotech labs due to it being occupied as a site, but i can land at base game sites perfectly fine. is this something in the code of your site or the gravship that needs changed?