RimWorld

RimWorld

2,962 ratings
Alpha Genes
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Mod, 1.5, 1.6
File Size
Posted
Updated
21.033 MB
22 Nov, 2022 @ 2:02am
22 Aug @ 6:49am
83 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)
1,030
30 Sep @ 4:47am
PINNED: Bug Reports
Sarg Bjornson
896
3
29 Sep @ 11:31pm
PINNED: Suggestions
Sarg Bjornson
2,880 Comments
Sarg Bjornson  [author] 3 hours ago 
"when you dont also have every other "alpha" mod installed"

See, found the problem there
ambient_npc_manager 11 hours ago 
a lot of these xenotypes feel extremely out of place when you dont also have every other "alpha" mod installed :/ nothing you can do about that though.
GoldenDove20 30 Sep @ 10:48am 
Didn't know but know now :cupup:
Sarg Bjornson  [author] 30 Sep @ 10:16am 
Yeah, when mods patch the same thing, shit happens
GoldenDove20 30 Sep @ 9:35am 
Alpha Genes has a incompatibility with Integrated implants, specifically with the mech summon genes. I noticed whenever I summoned the mechs from this mod and drafted them, my game took a huge fps hit
Mien 29 Sep @ 7:59am 
a single mind devourer should not be able to make three of my colonists turn wild.
magnumriley 28 Sep @ 1:42pm 
@Sarg: I am curious if I am having a mod interference with the Archite Gene for Regeneration. Is this gene not supposed to regenerate lost body parts such as a hand my colonist lost in a recent raid? Or do I need to have only the limb regeneration ability, because the genetics are mutually exclusive it seems when I make a Xenogerm with it? Does the archite gene work on all injuries or only internal injuries as suggested in the info box on the health panel?
Arel 28 Sep @ 11:31am 
does fleetkind fission while imprisoned?
XelNigma 26 Sep @ 7:08am 
@Sarg Bjornson: hmm that means the issue is with me. Thank you for the replay. Time to do some trial and error to find where or what I messed up.
Sarg Bjornson  [author] 25 Sep @ 11:11pm 
@lovett1701: They aren't

@XelNigma: It has no requirements