RimWorld

RimWorld

Vanilla Genetics Expanded
3,292 Comments
Sarg Bjornson  [author] 2 hours ago 
Unless you test with only this mod installed and give me a way to replicate it, I can't do much. I haven't been able to reproduce it
SilencedHero 2 hours ago 
Okay so I played around with it and I have Alpha genes trainable rats and a the pollution mods on and I have the issue with the Wombs deleting however I have discovered it only happens with genepods of quality poor and awful that it deletes the womb normal doesnt get deleted.
Naucetaaq 2 Nov @ 12:40pm 
Quick question for you sarge. Does it count as a bug for bug reporting if something seems missing but there is no error? I can't say for sure if it was one of your guys decision or if it was just missed. If so I can get you a report in.
Zigzidu 27 Oct @ 9:20pm 
Would you consider making the Archocentipede survivable in 100% vacuum?
Sarg Bjornson  [author] 26 Oct @ 11:03am 
The mod is already compatible with Odyssey. No intentions to add anything similar to that submod
Hubertdragon1 26 Oct @ 10:33am 
hey, so when is there gonna be an compat with the oddysey, and potencially add this to the mod ?https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3580928545&searchtext=
NoxEternis 16 Oct @ 2:08am 
when i insert an embryo into the electrowomb, it cause the womb to disappear, along with the embryo somehow. I'll try to see what mod cause this
Far-Seeker 15 Oct @ 2:43pm 
@Tactical Femboy There's an alternative you can use immediately to get those lights. Mods exisit that can make additional things able to be uninstalled and moved (i.e. "minifiable"). Perhaps the easiest one to use is MinifyEverything ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=872762753 ); which as the name implies allows more-or-less any piece of furniture, regardless of its source DLC or mod, to be uninstalled, picked-up, and ultimately re-installed elsewhere.
Tactical Femboy 10 Oct @ 5:53pm 
Can we please move/uninstall the ancient biolights at the gene labs? they're cool
Sarg Bjornson  [author] 8 Oct @ 2:19pm 
There isn't much I could do with a log, as it is an obvious mod conflict. You'd have to discover which mod is conflicting
Ascythian 8 Oct @ 1:46pm 
This seems to stop faction generation and the ideoreligion next button from working with my extensive mod list. Once I removed it I was able to create a new game with the factions generated on the world map. If you want a log i'll post it to wherever.
Sarg Bjornson  [author] 7 Oct @ 12:42pm 
It will make new hybrids draftable by adding the hediff when they pop up, but it won't affect existing ones
CosmoSweet 7 Oct @ 12:36pm 
The roaming raids has been fixed, thanks to you.

The setting I refer to is called exactly: "Make all hybrids controllable" in the config of the mod. Enabling it doesn't render existing or future hybrids draftable, except with an implant;
Sarg Bjornson  [author] 6 Oct @ 11:26pm 
Another mod conflict that no one has bothered identifying. Use mod options
Ariadut 6 Oct @ 10:53pm 
The mechahybrid antenna isn't working properly, and my mecha-chickens are trying to kill me.
Sarg Bjornson  [author] 4 Oct @ 5:43am 
You enable "draftable hybrids", where? The mod setting is not called that.

As for no roaming raids, if you added the mod to a running save you need to add the roaming monsters faction through the VE Framework or they just won't work
CosmoSweet 4 Oct @ 5:06am 
Whenever I enable "Draftable hybrids", no hybrids existing or future are draftable.
Similarly, there are no roaming monstrosities raids event. The thing is, I only have this mod in my mod list.
Sarg Bjornson  [author] 1 Oct @ 10:52pm 
I have said this like 10 times already: prove that happens with only this mod, and give me steps to replicate it.

No one has done so yet
ro33i 1 Oct @ 8:44pm 
The electrowomb is bugging. I can place it and it will stay on the map. When I try to use it to grow something it starts running like everything is ok. I'm assuming it vanished after a failure. I made 4 attempts at using it. I was able to hatch a paragon rat and that was about it. I'm not a coding person so hopefully this helps. If there is anything I can do to help let me know. I'm super excited to try this mod!
[TZD] Walton Simons 28 Sep @ 9:15am 
THE CABBIT IS REAAAL
Sarg Bjornson  [author] 26 Sep @ 10:54pm 
Yeah
BBMage 26 Sep @ 5:18pm 
Thanks for the reply Sarg! I’ll give it another shot tonight. :) Just so I’m 100% that means a basic vanilla Muffalo won’t work, but I need to find or make a Muffalo hybrid to shove in it?
Sarg Bjornson  [author] 26 Sep @ 1:44am 
Hybrids
BBMage 26 Sep @ 1:34am 
Having the same issue as valacar, I have the animals in my colony, but the DNA Bank is saying I don't have any. Am I missing something?
Sarg Bjornson  [author] 23 Sep @ 2:32am 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot 23 Sep @ 2:28am 
I just tried it without any other mods, and it worked fine. I'll try it a few more times though.
Sarg Bjornson  [author] 21 Sep @ 11:01am 
I need someone to check if the error happens with only this mod. So far no one has reported so
Voodoo Child 21 Sep @ 10:55am 
im not sure what you want when there is no error text. You want my mod list is that it?
i have literally no way of actually being able to help you find the issue
Sarg Bjornson  [author] 21 Sep @ 8:40am 
Ah, "+1", that certainly helps me a lot to understand what is failing there! That was the missing piece!
Voodoo Child 21 Sep @ 8:12am 
+1 on the dissappearing electrowomb issue
Sarg Bjornson  [author] 19 Sep @ 10:54pm 
Hybrids
valacar 19 Sep @ 5:46pm 
I don't know what is causing this but, when I select the DNA Bank, and pick the genome, then select animals to harvest. It pops up No colony animals have this genome. I have 5 boomalopes in my barn, and have selected Boom genome. But it isn't detecting.
Deathpaw 19 Sep @ 12:46am 
Disappearing Electowob issue as well. I tried Say10's advice about pawn standing exactly in the circle and it appears to have worked. I've moved mods around in an attempt to solve as well with no luck.

Definitely tied to pawn position at time of interaction.
bing bong 멍청한 병신 17 Sep @ 7:28pm 
how do you get pelts ?
it says it comes from this mod
theredfox71 14 Sep @ 5:42am 
alpha animals?
Vragerr 9 Sep @ 5:35am 
can you add check quest not null to genetic rim before SendLetterQuestAvailable ?
Sarg Bjornson  [author] 7 Sep @ 9:51am 
No problems of that kind here
小月猫 7 Sep @ 9:11am 
theres issues with Icons in this mod, several ability name and 3 ideology precepts dont load their icon in correctly, so whenever a pawn spawns with either an ability or ideology with that issue the game crashes
Chubon 5 Sep @ 8:06pm 
How come there isn't a command to cancel a pawn/colonist from inputting any more genetic animals into the DNA storage once they're full? I was adding animals to my DNA storage bank designated for a Colossal genome and although I've filled it up with a Colossal Paragon, my colonists kept trying to add my Thrumbears into it.
Sarg Bjornson  [author] 2 Sep @ 9:43am 
No, you have a bug. A lot of people are reporting it, but unless you can give me steps to reproduce it with only this mod, I assume it is a mod conflict
okaydizzle on twitch 2 Sep @ 8:55am 
is the electrowomb supposed to be single use? they keep disappearing if i use the same one more than once
Fjant 1 Sep @ 10:18am 
This is the first mod for this game where i'm actually wondering if science is going too far.
You're not supposed to be able to rotate the Genomorpher or the Electrowomb (either size.)
Say10 26 Aug @ 5:06am 
*Both Genomorpher and L. Electrowomb are facing south, I cannot rotate the womb for some reason?
Say10 26 Aug @ 5:05am 
Dissapearing electrowomb - i think it's tied to pawn's orientation when he inserts the growth cell.
My setup is Genomorpher and L. Electrowomb attached between it's bottom left corner and 'use' circle. In this case pawn often approach womb from the side, and when he is not standing in the circle womb seems to dissapear almost every time.

I also have nicsk's problem with mech abilities.
While mech trumbo and chichen works as intended using bear's or boomaloope's special attack make my screen shake and nothing happens.
Sarg Bjornson  [author] 22 Aug @ 12:46pm 
No
Brent Kerman 22 Aug @ 8:45am 
Ok...so what is that radius? And is there any other way to reveal them, like with Anomaly flares?
Sarg Bjornson  [author] 22 Aug @ 7:21am 
Threats in labs trigger on a radius
Brent Kerman 22 Aug @ 6:57am 
I might be having a bug, or it might be intended. I go to a lab quest, and I clear it with my heavy combat pawns. Then I send in the less-heavy guys who can do construction and hauling to loot the place. Invariably, some new threats randomly appear in cleared rooms. Is this a bug, or is that intended?
nicsk 21 Aug @ 10:57pm 
Hi,

Really like your mod! I just noticed that I can’t get the mech animals to use their abilities – they just stand there indefinitely until I undraft them. Is there something I can do?

Thanks again for the great work!