Alpha Genes Mod features
- More than 200 new genes. Some are very low impact, while some are truly game changing.
- 10 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.
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 no 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
Q: Does this work with Combat Extended?
A: It should
Additional credits: Everything created by Allie 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.
Thanks to Oskar Potocki for being a good friend.