RimWorld
Vanilla Genetics Expanded
3,315 件のコメント
Hugalafutro 11月24日 4時19分 
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 11月23日 9時22分 
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 11月21日 4時39分 
@寻短命 That would only be doable through selective breeding, no?
寻短命 11月20日 19時03分 
Is there a medieval version?
afarina 11月16日 8時23分 
Archotech Centipede has no Vacuum resistance and is killed in space in about 10 seconds. Working as intended?
ShadowX116 11月13日 13時55分 
Aha! Found it in the Tailor bench, thanks!
Sarg Bjornson  [作成者] 11月13日 12時57分 
Ohhh, right, we changed them. They are art, so the colonists need to craft them
ShadowX116 11月13日 12時38分 
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  [作成者] 11月13日 11時28分 
Can you find it if you have only this mod active?
ShadowX116 11月13日 11時25分 
Where is it supposed to be? I can't find it in the search bar even with dev and various keywords.
Sarg Bjornson  [作成者] 11月12日 22時57分 
There's an architect menu item
ShadowX116 11月12日 15時05分 
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 11月12日 9時17分 
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  [作成者] 11月12日 8時59分 
Yep
Targrein 11月12日 8時44分 
No info messages either? If so, that sucks.
Sarg Bjornson  [作成者] 11月12日 8時34分 
As far as I'm aware, it never pops an error
Targrein 11月12日 8時19分 
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  [作成者] 11月12日 3時00分 
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 11月12日 2時45分 
Large electrowomb dissapeared when attempting to make Muffalo Paragon. Can't find anything related in dev mode logs.
Aquarius 11月11日 13時32分 
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 11月5日 3時46分 
So could you simply add an option to turn off abandoned lab quests?
Sarg Bjornson  [作成者] 11月4日 22時45分 
That'd be on their end
新垣夜夏 11月4日 18時17分 
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  [作成者] 11月4日 1時49分 
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 11月4日 1時43分 
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 11月2日 12時40分 
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 10月27日 21時20分 
Would you consider making the Archocentipede survivable in 100% vacuum?
Sarg Bjornson  [作成者] 10月26日 11時03分 
The mod is already compatible with Odyssey. No intentions to add anything similar to that submod
Hubertdragon1 10月26日 10時33分 
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 10月16日 2時08分 
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 10月15日 14時43分 
@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月10日 17時53分 
Can we please move/uninstall the ancient biolights at the gene labs? they're cool
Sarg Bjornson  [作成者] 10月8日 14時19分 
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 10月8日 13時46分 
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  [作成者] 10月7日 12時42分 
It will make new hybrids draftable by adding the hediff when they pop up, but it won't affect existing ones
CosmoSweet 10月7日 12時36分 
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  [作成者] 10月6日 23時26分 
Another mod conflict that no one has bothered identifying. Use mod options
Ariadut 10月6日 22時53分 
The mechahybrid antenna isn't working properly, and my mecha-chickens are trying to kill me.
Sarg Bjornson  [作成者] 10月4日 5時43分 
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 10月4日 5時06分 
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  [作成者] 10月1日 22時52分 
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 10月1日 20時44分 
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  [作成者] 9月26日 22時54分 
Yeah
BBMage 9月26日 17時18分 
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  [作成者] 9月26日 1時44分 
Hybrids
BBMage 9月26日 1時34分 
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  [作成者] 9月23日 2時32分 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot 9月23日 2時28分 
I just tried it without any other mods, and it worked fine. I'll try it a few more times though.
Sarg Bjornson  [作成者] 9月21日 11時01分 
I need someone to check if the error happens with only this mod. So far no one has reported so