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First of all, I would like to say thank you, for this wonderful, very handy mod.
And wanted to ask, if it's not too much trouble for you, in one of the next updates, is it possible to add all the base genes to the xenotype editor? Especially vanilla skin colors, well everything else. It would be fall handy.
I often create xenotypes at the start of a colony that can implant their genes into others.
With that option, I could lighten up my mod build. Some of these mods probably won't update to 1.6.
I think I fixed that and forgot to upload the fix. Try redownloading and see if it works now. :)
the error I'm getting is
Exception ticking GET_GeneExtractor_II619897 (at (103, 0, 151)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1426F3B4]
at GeneExtractorTiers.Building_GeneExtractorTier.GetAllGenesOnCurrentMap () [0x0003c] in <86917a66e34c43008bd6843309b1b2e1>:0
at GeneExtractorTiers.Building_GeneExtractorTier.Finish () [0x0001f] in <86917a66e34c43008bd6843309b1b2e1>:0
at GeneExtractorTiers.Building_GeneExtractorTier.Tick () [0x0039a] in <86917a66e34c43008bd6843309b1b2e1>:0
at Verse.Thing.DoTick () [0x00031] in <78bd3c897ba748f7a6d21cc5498c054e>:0
at Verse.TickList.Tick () [0x0013f] in <78bd3c897ba748f7a6d21cc5498c054e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Thanks for your hard work
Works for me. I'm not having any issues telling colonists to move prisoners to the vat.
@莫名某某
They are called "Black market" because the idea is that they are essentially cloud based. You trade the initial data used to craft them for access to remote gene-data.
Overall I figure they should be easy enough to ignore if you don't want them.
Oh, I thought that one worked, but I've admittedly not tested it myself.
@Ceron
I'll try to look over the power, etc. next time I work on the mod. :)
Black Market Gene Nodes
Trade your spare genes or archite capsules for a few of these little prefab buildings. They contain a few irremovable genes from an unknown benefactor. No refunds.
These buildings are intended as a way to get a few common genes such as the poor, or awful skill genes, and get you started building xenotypes in the early game. A few of the archite-paid modules have some slightly more unusual genes though (especially with B&S in your modlist).
They are just intended as a way to get a few of the “common” vanilla genes. You may notice they don’t have the most useful genes like “Awful <skill>”
If you don’t like them you can always rely on the Cherry Picker to exclude them.
Would it be difficult to add the option to automatically eject the pawn in an extractor, once all of their genes have been extracted and stored?
You can either supply the vat with any food (pawns will deliver it same as with growth vats, etc.).
If you have nutrient pipes from vanilla expanded those also work.
The VIPER one has a few genes from my Big and Small Genes mod, so without that it is a bit less interesting. (trivia, it gives reputation with the Viper faction from the lamia mod if those are in the game).
I like the idea of having baseliner versions of more relevant genes, but I get the impression most people don't use that feature much.
I do think the "normal body" or whatever it is called overrides furskins.
@Halfman
The minimum should be 0.0. I'll make a note to verify if it works next time I get back to this. :)
Admittedly if you scoured the entire game to find a way to zero out each and every conceivable gene, you'd probably be able to make that into a standalone mod, but I figured I'd mention it.
2/2
1/2
"HaulToContainer" same as what most supplying jobs use. E.g. Growth Vats.
@Cyber
No worries, I'm not easily offended. :D
Yeah the gene bloat via skin colours, etc. is one of those issues damned if you do, damned if you don't. Some people want them, some people don't.
"otherwise un-targetable gene"? What genes would otherwise be untargetable?
I also hope you don't take offense to the criticism. I think you've done great work on this mod and definitely improved the overall Biotech experience. I actually do like having the different skin color xenogenes. My biggest peeve with the endogene skin colors is just that they're all named "Skin Color". Not game breaking at all, just a bit ugly to look at. Nonetheless, the endogene skin colors are actually helping as a workaround for the issue in the discussion I opened. I'm essentially using the skin color gene as a surrogate, then using dev mode to edit the extracted genepack to the otherwise un-targetable gene, simulating that I selected that gene to begin with.
@deadmanreaper13
Probably possible, but it needs art and I'm not great at buildings, as you can see when you compare my old graphics to the new ones drawn by Phaneron down at the bottom.
Most of the baseliner genes are actually already in Vanilla Rimworld, Ludeon just didn't add a way to obtain them.
Extracting skin colour is indeed a bit annoying, but at least this mod stops you from getting them 10 times in a row unlike vanilla extractors due to the single-gene-duplication protection built into the mod.
A lot of users aren't aware of dropdowns which is why I'm a bit careful about going too crazy with them.
The gene nodes are a bit of an mini-addon, I guess. But ultimately they just serve to get some common genes which can otherwise become near-impossible to track down when heavily modded.
There is a proper sub-mod with more impactful versions, including genes related to other mods, such as Sarg's Alpha Genes, and a few mods of my own. This one doesn't have anything like that though.
But honestly, the add-on bits of this mod really feel like they should be separate mods because people see Gene Extractor Tiers and expect just the gene extractor mod (which I love). The rest feels kind of forced on the user, though, including the gene nodes which appear to truly be related to some of the other mods you've created. From one supporter and mod author to another, please consider breaking them into other mods.
The vanilla one also produces one genepack per cycle though?
Also, unlike the vanilla one this one won't just give you hussar eyes 8 times instead of good genes like Go-Juice Dependency, Robust or the great shooting genes.
If you think it is too slow you can change it in the mod-settings. Or even enable extracting specific genes on any gene extractor. Up to you. It is a single-player game after all. :)
The contents are secret. And... quite a lot more useful if you have the mod the faction are from. (Big and Small lamias, etc.).
@Robin192000
Gene Banks Expanded. I've gotten mixed reports that it needs to go below or above it or something breaks.Try swapping places between them and report back what worked for you. I'll probably try setting that as the required order.
@Himmel
I need a full log to be able to guess what might be going on in your modlist. Try using Github log publisher or simply upload your log to a place like pastebin.
@하나
Correct, they are basically genebanks with forced content. This does mean they inflate wealth somewhat, though in general non-combat wealth is usually not the main issue unless you're trying to cheese the curve. Pawn, draft-trained animals, and turrets tend to be the main factor of raid size for most colonies.
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos ()
RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI ()
Verse.WindowStack:WindowStackOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch3 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
Created FloatMenu with no options. Closing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.FloatMenu:.ctor (System.Collections.Generic.List`1<Verse.FloatMenuOption>)
GeneExtractorTiers.Building_GeneExtractorTier:OpenFloatMenuGenePicker ()
Verse.Command_Action:ProcessInput (UnityEngine.Event)
Verse.GizmoGridDrawer:DrawGizmoGrid
I've added it to my local version. At the moment it is mostly just waiting until I get around to testing all my mods before my next batch of updates.
I think I added the the overdrive and targeting of genes in 1.5. If the buttons are just missing it is probably because the 1.4 version predates adding that.