RimWorld
Vanilla Genetics Expanded
3,277 則留言
Sarg Bjornson  [作者] 10 小時以前 
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 11 小時以前 
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  [作者] 10 月 1 日 下午 10:52 
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 10 月 1 日 下午 8:44 
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!
CUMSHOTER 9 月 28 日 上午 9:15 
THE CABBIT IS REAAAL
Sarg Bjornson  [作者] 9 月 26 日 下午 10:54 
Yeah
BBMage 9 月 26 日 下午 5:18 
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  [作者] 9 月 26 日 上午 1:44 
Hybrids
BBMage 9 月 26 日 上午 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  [作者] 9 月 23 日 上午 2:32 
That's what I fear, a conflict with a widely used mod that is still flying under the radar
Unibot 9 月 23 日 上午 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  [作者] 9 月 21 日 上午 11:01 
I need someone to check if the error happens with only this mod. So far no one has reported so
Voodoo Child 9 月 21 日 上午 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  [作者] 9 月 21 日 上午 8:40 
Ah, "+1", that certainly helps me a lot to understand what is failing there! That was the missing piece!
Voodoo Child 9 月 21 日 上午 8:12 
+1 on the dissappearing electrowomb issue
Sarg Bjornson  [作者] 9 月 19 日 下午 10:54 
Hybrids
valacar 9 月 19 日 下午 5:46 
I don't know what is causing this but, when I select the DNA Bank, and pick the genome, then select animals to harvest. It pops up No colony animals have this genome. I have 5 boomalopes in my barn, and have selected Boom genome. But it isn't detecting.
Deathpaw 9 月 19 日 上午 12:46 
Disappearing Electowob issue as well. I tried Say10's advice about pawn standing exactly in the circle and it appears to have worked. I've moved mods around in an attempt to solve as well with no luck.

Definitely tied to pawn position at time of interaction.
bing bong 멍청한 병신 9 月 17 日 下午 7:28 
how do you get pelts ?
it says it comes from this mod
theredfox71 9 月 14 日 上午 5:42 
alpha animals?
Vragerr 9 月 9 日 上午 5:35 
can you add check quest not null to genetic rim before SendLetterQuestAvailable ?
Sarg Bjornson  [作者] 9 月 7 日 上午 9:51 
No problems of that kind here
小月猫 9 月 7 日 上午 9:11 
theres issues with Icons in this mod, several ability name and 3 ideology precepts dont load their icon in correctly, so whenever a pawn spawns with either an ability or ideology with that issue the game crashes
Chubon 9 月 5 日 下午 8:06 
How come there isn't a command to cancel a pawn/colonist from inputting any more genetic animals into the DNA storage once they're full? I was adding animals to my DNA storage bank designated for a Colossal genome and although I've filled it up with a Colossal Paragon, my colonists kept trying to add my Thrumbears into it.
Sarg Bjornson  [作者] 9 月 2 日 上午 9:43 
No, you have a bug. A lot of people are reporting it, but unless you can give me steps to reproduce it with only this mod, I assume it is a mod conflict
okaydizzle on twitch 9 月 2 日 上午 8:55 
is the electrowomb supposed to be single use? they keep disappearing if i use the same one more than once
Fjant 9 月 1 日 上午 10:18 
This is the first mod for this game where i'm actually wondering if science is going too far.
Onikage-056, God of Animatronics 8 月 30 日 下午 12:04 
You're not supposed to be able to rotate the Genomorpher or the Electrowomb (either size.)
Say10 8 月 26 日 上午 5:06 
*Both Genomorpher and L. Electrowomb are facing south, I cannot rotate the womb for some reason?
Say10 8 月 26 日 上午 5:05 
Dissapearing electrowomb - i think it's tied to pawn's orientation when he inserts the growth cell.
My setup is Genomorpher and L. Electrowomb attached between it's bottom left corner and 'use' circle. In this case pawn often approach womb from the side, and when he is not standing in the circle womb seems to dissapear almost every time.

I also have nicsk's problem with mech abilities.
While mech trumbo and chichen works as intended using bear's or boomaloope's special attack make my screen shake and nothing happens.
Sarg Bjornson  [作者] 8 月 22 日 下午 12:46 
No
Brent Kerman 8 月 22 日 上午 8:45 
Ok...so what is that radius? And is there any other way to reveal them, like with Anomaly flares?
Sarg Bjornson  [作者] 8 月 22 日 上午 7:21 
Threats in labs trigger on a radius
Brent Kerman 8 月 22 日 上午 6:57 
I might be having a bug, or it might be intended. I go to a lab quest, and I clear it with my heavy combat pawns. Then I send in the less-heavy guys who can do construction and hauling to loot the place. Invariably, some new threats randomly appear in cleared rooms. Is this a bug, or is that intended?
nicsk 8 月 21 日 下午 10:57 
Hi,

Really like your mod! I just noticed that I can’t get the mech animals to use their abilities – they just stand there indefinitely until I undraft them. Is there something I can do?

Thanks again for the great work!
Ramming Speed 8 月 20 日 下午 2:21 
Thanks for replying, i will see what I can do :steamthumbsup:
Sarg Bjornson  [作者] 8 月 20 日 下午 2:08 
I can't fix that bug unless you give me steps to replicate it using only this mod
Ramming Speed 8 月 20 日 上午 11:09 
disappearing electrowomb bug still present, no error message. sorry for not being able to give more info :shodan:
Öffentliches Ärgernis 8 月 20 日 上午 2:00 
Ok, thanks! Just had the impression that any kind of animal could be used to get some genomes.
Sarg Bjornson  [作者] 8 月 20 日 上午 1:59 
None of those correspond to the genomes that are available for extraction in this mod
Öffentliches Ärgernis 8 月 20 日 上午 1:55 
At least Camels, Hippoptami and indian elefants
Sarg Bjornson  [作者] 8 月 20 日 上午 1:50 
Which animals
Öffentliches Ärgernis 8 月 20 日 上午 1:44 
Is it correct or some kind of bug/mod conflict/wrong loading order that the animals from Vanilla Animals Expanded do not have extractable genomes?
Sarg Bjornson  [作者] 8 月 19 日 上午 10:18 
All the combinations GR had are here. We only removed some paragons
amm90 8 月 19 日 上午 10:16 
And did you ever try it? I remember some really crazy combinations.
Sarg Bjornson  [作者] 8 月 19 日 上午 10:09 
That was my original intention, until I calculated that the game had 49 different animals at the time. 49*49 is more or less 2500 combinations, which meant 7500 graphics...
amm90 8 月 19 日 上午 10:07 
So I apologize, I remembered that you could mix any animal, then my memory must be failing me.
Sarg Bjornson  [作者] 8 月 19 日 上午 9:52 
No, it has always been locked to genomes
amm90 8 月 19 日 上午 9:45 
I might be mistaken because I played it a long time ago, but couldn't you mix, for example, a squirrel and a trumbo? Not the rodent genome, or a rat and a trumbo, and another combination would come out.
Sarg Bjornson  [作者] 8 月 19 日 上午 9:17 
This mod IS Genetic Rim