RimWorld

RimWorld

Vanilla Genetics Expanded
3.312 kommentarer
寻短命 For 9 timer siden 
Is there a medieval version?
afarina 16. nov. kl. 8:23 
Archotech Centipede has no Vacuum resistance and is killed in space in about 10 seconds. Working as intended?
ShadowX116 13. nov. kl. 13:55 
Aha! Found it in the Tailor bench, thanks!
Sarg Bjornson  [ophavsmand] 13. nov. kl. 12:57 
Ohhh, right, we changed them. They are art, so the colonists need to craft them
ShadowX116 13. nov. kl. 12:38 
Harmony, Core, Royalty, Ideology, Biotech, Odyssey, VE Framework, and this one. Still can't find it even with dev on. It's possible some code is still running in the back end despite being disabled (glares at CE in the log) but I have no idea where to start with it.

I also have Prepatcher and a few Progression mods that shuffle things around in research, so it's possible one of them has goofed it. But no, I cannot find a build item for the bear pelt when all other non-essential mods are off.
Sarg Bjornson  [ophavsmand] 13. nov. kl. 11:28 
Can you find it if you have only this mod active?
ShadowX116 13. nov. kl. 11:25 
Where is it supposed to be? I can't find it in the search bar even with dev and various keywords.
Sarg Bjornson  [ophavsmand] 12. nov. kl. 22:57 
There's an architect menu item
ShadowX116 12. nov. kl. 15:05 
Apparently the Huge Bear Pelt comes from this?
How do I actually use it as a rug like it says? I can't find a corresponding build item, and there's no option on the item itself.
Targrein 12. nov. kl. 9:17 
Hey! it might be something to do with power. It did not dissapear when powered by god mode option rather than from normal conduit.
Sarg Bjornson  [ophavsmand] 12. nov. kl. 8:59 
Yep
Targrein 12. nov. kl. 8:44 
No info messages either? If so, that sucks.
Sarg Bjornson  [ophavsmand] 12. nov. kl. 8:34 
As far as I'm aware, it never pops an error
Targrein 12. nov. kl. 8:19 
Can't seem it recreate it either. Perhaps one time glitch or strange interaction with other mods. I'll let you know if that happens again, with hopefully at least log message.
Sarg Bjornson  [ophavsmand] 12. nov. kl. 3:00 
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
Targrein 12. nov. kl. 2:45 
Large electrowomb dissapeared when attempting to make Muffalo Paragon. Can't find anything related in dev mode logs.
Aquarius 11. nov. kl. 13:32 
Hello. Just out of curiosity, is there gonna be a Genome for the flying birds specifically or are they continueing as Avian genetics, and if they do, are there any flying hybrids in the plans?
新垣夜夏 5. nov. kl. 3:46 
So could you simply add an option to turn off abandoned lab quests?
Sarg Bjornson  [ophavsmand] 4. nov. kl. 22:45 
That'd be on their end
新垣夜夏 4. nov. kl. 18:17 
Any chance you could make VGE compatible with "No Quests Without Comms"? A mod which blocks all non-locally triggered quests until the player builds a working comms console. The abandoned lab quests from VGE seems to bypass the natural quests firing mechanism, so "No Quests Without Comms" cannot block them. Or keep things easy, could you add an option to turn off abandoned lab quest completely and I can manually switch on after my tribals get a comms console.
Sarg Bjornson  [ophavsmand] 4. nov. kl. 1:49 
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 4. nov. kl. 1:43 
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. kl. 12:40 
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. okt. kl. 21:20 
Would you consider making the Archocentipede survivable in 100% vacuum?
Sarg Bjornson  [ophavsmand] 26. okt. kl. 11:03 
The mod is already compatible with Odyssey. No intentions to add anything similar to that submod
Hubertdragon1 26. okt. kl. 10:33 
hey, so when is there gonna be an compat with the oddysey, and potencially add this to the mod ?https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3580928545&searchtext=
NoxEternis 16. okt. kl. 2:08 
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. okt. kl. 14:43 
@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://psteamcommunity.yuanyoumao.com/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 Ferret 10. okt. kl. 17:53 
Can we please move/uninstall the ancient biolights at the gene labs? they're cool
Sarg Bjornson  [ophavsmand] 8. okt. kl. 14:19 
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. okt. kl. 13:46 
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  [ophavsmand] 7. okt. kl. 12:42 
It will make new hybrids draftable by adding the hediff when they pop up, but it won't affect existing ones
CosmoSweet 7. okt. kl. 12:36 
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  [ophavsmand] 6. okt. kl. 23:26 
Another mod conflict that no one has bothered identifying. Use mod options
Ariadut 6. okt. kl. 22:53 
The mechahybrid antenna isn't working properly, and my mecha-chickens are trying to kill me.
Sarg Bjornson  [ophavsmand] 4. okt. kl. 5:43 
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. okt. kl. 5:06 
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  [ophavsmand] 1. okt. kl. 22:52 
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. okt. kl. 20:44 
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!
THE CABBIT IS REAAAL
Sarg Bjornson  [ophavsmand] 26. sep. kl. 22:54 
Yeah
BBMage 26. sep. kl. 17:18 
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  [ophavsmand] 26. sep. kl. 1:44 
Hybrids
BBMage 26. sep. kl. 1:34 
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  [ophavsmand] 23. sep. kl. 2:32 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot 23. sep. kl. 2:28 
I just tried it without any other mods, and it worked fine. I'll try it a few more times though.
Sarg Bjornson  [ophavsmand] 21. sep. kl. 11:01 
I need someone to check if the error happens with only this mod. So far no one has reported so
Voodoo Child 21. sep. kl. 10:55 
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  [ophavsmand] 21. sep. kl. 8:40 
Ah, "+1", that certainly helps me a lot to understand what is failing there! That was the missing piece!
Voodoo Child 21. sep. kl. 8:12 
+1 on the dissappearing electrowomb issue