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Tested with just this mod, dependencies + all DLC.
You've got good timing. I noticed that it was on by default yesterday evening. I think the latest version has the graphic disabled by default.
@Woodsaber
I'm heading on a vacation tomorrow, but I might look into it later if I can reproduce it.
@Vespi
They don't care about pawn appearance (just like Kind), royal title requirements, and a variety of ascetic and comfort-style stuff
Basically tolerant in an extremely general sense without actually being nice or having ascetic ideological ideas.
I downloaded a fresh copy of the B&S Genes + Framework mods and am still getting the weird behaviour with the snake tails and wings.
Ask the artist who drew the adbots like that. :D
@gunningminer69
Yeah, they work fine together.
@Woodsaber
The Mile mod? That seems a bit odd, those are powered by pawn render nodes, so I don't see why that mod would interact with it.
Are you getting errors in the log? If so please upload and link the log. :)
Having VBS active causes any wings and tails to not colour correctly, instead being bright red & green.
Tested with just this mod, Varied body sizes and dependencies and the issue still occurs.
Nothing seems to appear in the dev-mode log about it either.
archotech shards can be crafted into a consumable item that increases soul power.
@Dust
Titans exist, but they are extremely rare, usually only showing up in late-game raids from a few factions. Much because the Titan Frame is meant to be more of a late-game capstone or victory lap.
@Eclipse
There are random size traits that emulate natural deviations (dwarfism, small, large, gigantism). The genes themselves only spawn on xenotypes that make use of them otherwise.
Unless you're using one of the mods that give characters random genes.
@filipfrantz
I have no idea if SOS2 will require the DLC, and making the gene a MayRequire would mess with xenotype metabolism.
@Flesh Forge
If you get any errors related to it then a log would be very helpful.
@PureTacoz
I planned bionic wings/snake-tails/spiderparts/..., but I haven't managed to draw anything "good enough" yet.
It triggers at certain specific levels. You need a fair amount to hit level 2 or 3.
@MorphingE
Might, depends on what my supporters vote for.
Because it updates very often?
The last update (3 days ago) was literally just a change to an icon.
@Strangely unnormal
Indecipherable how?
@jagdpenguin
Might be there is some issue on 1.5
On 1.6 they seem to work fine.
@Sauron
Broke how?
@Cap'n MacHaddish
I originally planned something like that, but didn't come up with a good way to implement it.
@Sprouty-Lunch
Check the optional extras mod.
@Shuttle
It is still in the lamia/snake mod. Might port it over into this one if there is interest though.
i'm not even mad i'm just surprised
Because as far as I can tell, the "Mad Science Field Testing" research doesn't do anything anymore.
I'm not seeing any way to make them or spawn them (with dev console)
Heh, that's entirely fair - It was just perplexing me that there were a few seemingly-arbitrary outliers like the "Snake Ambush" gene and its variants from the Lamias and Snakepeople Xenotypes that aren't present in Genes and More itself, despite the snake tail and Marilith body genes themselves being present.
Almost all genes are in this one.
The most notable exception is stuff like the B&S Slime abilities because I think "Slime Genes" is too specific to be of general use.
Similarly the xenotype-dependent genes like the dracul's bite that adds Dracul-vampirism is not here, because it depends on the Dracul Xenotype.
The only exception is Big & Small Yokai where I've mostly just forgotten to migrate them over.
> up til now [...]
It was actually the other way around. It used to be 30% or so of the genes weren't in here.
I'm not objectionable to adding the specific xenotype mods, but I'm more than a little baffled by the inconsistency - up til now I thought that all of Red's own xenotype mods that depended on B&S Genes & More were essentially just adding items, xenotypes, and factions, with ALL genes being packed into this mod.
Check the mod called "Too Many Mods - Compats and Rebalances". It merges/remove redundancy/qualize a lot of mods together including Alpha Genes and Big and Small.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3250762483
No, I don't want to use cherry picker to remove all the other stuff just to have these alone.
Yes, all the other stuff here is neat and cool, but I already have enough to keep me occupied and the frames are sitting at a consistent 30fps lol