RimWorld

RimWorld

Vanilla Races Expanded - Genie
196 kommentarer
A Terrible Modder 17. juli kl. 23:16 
weirdly enough its just this one guy bleeding blue blood (even showing blue blood instead of red blood on the untreated wounds in the medical tab)
A Terrible Modder 17. juli kl. 23:10 
so er, my baseliner colonist is bleeding the blue blood added by this mod and i have no idea why
Lor 17. juli kl. 7:42 
@Sarg Bjornson Ah yes thank you I've used them since and they work brilliantly. Small price to pay for such useful colonists.
Oskar Potocki  [ophavsmand] 17. juli kl. 3:14 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Sarg Bjornson  [ophavsmand] 16. juli kl. 22:17 
Genies get 120% or so with antibiotics
Lor 16. juli kl. 14:25 
Am I reading this correctly, so even with antibiotics the Genie only has a 20% immunity gain? This means even with antibiotics they still need high quality medicine and a great doctor just to survive any illness? I could completely understand it being slower, but I'd estimate anything under an 80% successful tend is going to fail to keep up with the illness?

I'm not arguing with the antibiotic requirement I actually think it's a good idea it just seems too much. If the antibiotics gave +25% or something that'd make more sense.
De Parapluman 12. juli kl. 8:23 
@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. juni kl. 3:01 
yo i just wanted to say thanks for all the mods
Sarg Bjornson  [ophavsmand] 15. juni kl. 9:29 
Not a bug, but ok
Blueo 15. juni kl. 8:47 
when you update to 1.6 pls fix the blood crawl color bug too
Salatrüpel 28. maj kl. 14:21 
yoou have to rub lamp. then he comes out again. but only 2 wishes left..
Sarg Bjornson  [ophavsmand] 9. maj kl. 1:35 
No such bug tracked
Lady Vykeen 9. maj kl. 1:25 
Did anyone happen to fix the invisible genie bug? Mine has just suddenly become invisible.
DondarfSnowbonk 26. apr. kl. 22:00 
"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. kl. 23:30 
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. kl. 16:40 
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. kl. 17:24 
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. okt. 2024 kl. 5:08 
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 kl. 2:14 
With Blue Blood they still leave a red trail, could that get updated?
unknown user 8. sep. 2024 kl. 7:52 
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  [ophavsmand] 27. aug. 2024 kl. 22:57 
Try
Viper 27. aug. 2024 kl. 20:04 
@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 kl. 11:07 
Why is the colonist/prisoner consuming antibiotics like candy, and not just occasionally, but all at once, one after another?
theseeper666 27. juli 2024 kl. 4:43 
Finally I can create Megamind
Bob 24. juli 2024 kl. 18:14 
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. juli 2024 kl. 11:22 
Question, do pawns automatically take antibiotics when getting infected or do I always need to manually administer it?
Eiza 20. juli 2024 kl. 11:24 
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. juni 2024 kl. 2:08 
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  [ophavsmand] 11. juni 2024 kl. 0:25 
Not caused by this mod for sure
LSP 10. juni 2024 kl. 23:50 
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. juni 2024 kl. 23:58 
What are all those devices pictured and why aren't they included in the mod?
stormarmy 16. maj 2024 kl. 12:01 
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  [ophavsmand] 14. maj 2024 kl. 9:50 
Eventually. Low priority
INk 14. maj 2024 kl. 9:27 
how about recolor red blood trail to blue while genie is crawling to bed 1.5
cyanobot 7. maj 2024 kl. 11:47 
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 kl. 11:38 
awesome mod thx
slyfox43 17. apr. 2024 kl. 0:07 
@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  [ophavsmand] 15. apr. 2024 kl. 23:07 
Working fine here
Watts Up 15. apr. 2024 kl. 19:00 
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  [ophavsmand] 4. apr. 2024 kl. 1:42 
There's no gene toggles in this mod because genes can be changed in xenotype editor.
HoNkZeE MaKaRa 4. apr. 2024 kl. 0:19 
MEGAMIND?!?!
anderzzonz72 1. feb. 2024 kl. 12:12 
can i toggle the head gene
Sarg Bjornson  [ophavsmand] 22. jan. 2024 kl. 23:00 
They don't break drug policies
Vartarhoz 22. jan. 2024 kl. 14:50 
Since antibiotics are drugs they break DrugPolicy somehow, beware before installing mod.
Sarg Bjornson  [ophavsmand] 4. jan. 2024 kl. 23:14 
All will be modded
Art Student 4. jan. 2024 kl. 19:43 
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  [ophavsmand] 26. dec. 2023 kl. 23:26 
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 kl. 22:44 
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 kl. 4:42 
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 kl. 11:26 
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.