RimWorld

RimWorld

Vanilla Genetics Expanded
3,315 Comments
Hugalafutro Nov 24 @ 4:19am 
Hi, I've put the raids and lab discovery at 5, but they're still too often, I use loads of mods that add new quests/raids and locations, but it feels like 2-3 out each raids/locations is roaming monstrosities/genetic lab. I don't want to outright disable them, but would like to make them much rarer. I'm barely in industrial stage of research and being surrounded by labs I won't have use for until 10 years later.
Altogolik Nov 23 @ 9:22am 
Is there a way to disable the spawning of new items and locations? I don't like animal genetics and I don't want to deal with it (the pile of useless items and locations is annoying), but new mobs are cool.
Solarius Scorch Nov 21 @ 4:39am 
@寻短命 That would only be doable through selective breeding, no?
寻短命 Nov 20 @ 7:03pm 
Is there a medieval version?
afarina Nov 16 @ 8:23am 
Archotech Centipede has no Vacuum resistance and is killed in space in about 10 seconds. Working as intended?
ShadowX116 Nov 13 @ 1:55pm 
Aha! Found it in the Tailor bench, thanks!
Sarg Bjornson  [author] Nov 13 @ 12:57pm 
Ohhh, right, we changed them. They are art, so the colonists need to craft them
ShadowX116 Nov 13 @ 12:38pm 
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  [author] Nov 13 @ 11:28am 
Can you find it if you have only this mod active?
ShadowX116 Nov 13 @ 11:25am 
Where is it supposed to be? I can't find it in the search bar even with dev and various keywords.
Sarg Bjornson  [author] Nov 12 @ 10:57pm 
There's an architect menu item
ShadowX116 Nov 12 @ 3:05pm 
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 Nov 12 @ 9:17am 
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  [author] Nov 12 @ 8:59am 
Yep
Targrein Nov 12 @ 8:44am 
No info messages either? If so, that sucks.
Sarg Bjornson  [author] Nov 12 @ 8:34am 
As far as I'm aware, it never pops an error
Targrein Nov 12 @ 8:19am 
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  [author] Nov 12 @ 3:00am 
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 Nov 12 @ 2:45am 
Large electrowomb dissapeared when attempting to make Muffalo Paragon. Can't find anything related in dev mode logs.
Aquarius Nov 11 @ 1:32pm 
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 Nov 5 @ 3:46am 
So could you simply add an option to turn off abandoned lab quests?
Sarg Bjornson  [author] Nov 4 @ 10:45pm 
That'd be on their end
新垣夜夏 Nov 4 @ 6:17pm 
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  [author] Nov 4 @ 1:49am 
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 Nov 4 @ 1:43am 
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 Nov 2 @ 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 Oct 27 @ 9:20pm 
Would you consider making the Archocentipede survivable in 100% vacuum?
Sarg Bjornson  [author] Oct 26 @ 11:03am 
The mod is already compatible with Odyssey. No intentions to add anything similar to that submod
Hubertdragon1 Oct 26 @ 10:33am 
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 Oct 16 @ 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 Oct 15 @ 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://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 Oct 10 @ 5:53pm 
Can we please move/uninstall the ancient biolights at the gene labs? they're cool
Sarg Bjornson  [author] Oct 8 @ 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 Oct 8 @ 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] Oct 7 @ 12:42pm 
It will make new hybrids draftable by adding the hediff when they pop up, but it won't affect existing ones
CosmoSweet Oct 7 @ 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] Oct 6 @ 11:26pm 
Another mod conflict that no one has bothered identifying. Use mod options
Ariadut Oct 6 @ 10:53pm 
The mechahybrid antenna isn't working properly, and my mecha-chickens are trying to kill me.
Sarg Bjornson  [author] Oct 4 @ 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 Oct 4 @ 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] Oct 1 @ 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 Oct 1 @ 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!
THE CABBIT IS REAAAL
Sarg Bjornson  [author] Sep 26 @ 10:54pm 
Yeah
BBMage Sep 26 @ 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] Sep 26 @ 1:44am 
Hybrids
BBMage Sep 26 @ 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] Sep 23 @ 2:32am 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot Sep 23 @ 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] Sep 21 @ 11:01am 
I need someone to check if the error happens with only this mod. So far no one has reported so