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Just a heads up, someone has taken some part of your mod and re-uploaded it in their own mod. I'm not sure if it was approved or not. Sorry for the bother and have a wonderful rest of your day
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498605357
https://gist.github.com/HugsLibRecordKeeper/7886974f7c8f920609c30f92a1a692de
If I may, I have two requests:
1. Could you please add some sort of ceiling to how long it takes to craft a gene? One of my other mods introduces a gene that, when chosen at the RIMSPR bench, takes 100,000 units of work to craft even with all mod settings lowered to min.
2. Could you please add a check for genes that're already available in a gene bank? Sooner or later I lose track of what genes I have, so having all genes always present in the selection menu gets confusing eventually.
We have now also people reporting graphical glitches happening to them which can be resolved by removing those files/this mod.
So... it's already been a few months since we found that out - might be a nice thing to provide some 'aftercare' if possible.
But one flaw: No visible gene icon for androids from VRE - Android
Not sure it was already reported - but you forgot to remove your texture-source-files before uploading the mod. If you need further context - hit me up over on the RW Discord - but this case should be pretty obvious I'd say.
That's concerning, only change I made yesterday was adding the nutrition filter to section that saves data.
Do you have enough pawns set to hauling? Bringing the supplies to the lab isn't a research task and is somewhat middle of the road in terms of hauling priorities, if you overwhelming your haulers with items that need to be stored I could see them never getting a chance to get to the lab
Yeah, that was a leftover from debugging an incompatibility that the pipe network add on was having. Should be gone now.
OK, looks like I forgot to make sure that the filter settings get added to the save file.The lab will still be broken and need to be replaced after your next load, but with this update they should stay working going forward
Mods:
- Id: arandomkiwi.rimthemes
Name: RimThemes
SteamWorkshopId: 1668983184
- Id: brrainz.harmony
Name: Harmony
SteamWorkshopId: 2009463077
- Id: ludeon.rimworld
Name: Core
SteamWorkshopId: 0
- Id: ludeon.rimworld.royalty
Name: Royalty
SteamWorkshopId: 0
- Id: ludeon.rimworld.ideology
Name: Ideology
SteamWorkshopId: 0
- Id: ludeon.rimworld.biotech
Name: Biotech
SteamWorkshopId: 0
- Id: fluffy.modmanager
Name: Mod Manager
SteamWorkshopId: 1507748539
- Id: void.charactereditor
Name: Character Editor
SteamWorkshopId: 1874644848
- Id: unreal.rimspr
Name: 'RIMSPR: Craftable Genepacks'
SteamWorkshopId: 3096937192
dont work, working only in current game, not after loading (same as with mods).
Hmm, if you run a test game with only this mod do you still get the issue?
No, sounds like you got the mod before I added the ingredient filter, unfortunately those get attached to buildings when you build them, not when you load. If you replace your lab with a new one it should work.
You sir are a god send.
That would be awesome, thanks!
Thanks! Your mod was actually one of my inspirations to make this
I'd compare this to my own GeneForge, but my intention there was much more of a "get another way of getting random packs" rather than deliberately picking them. Either way, kudos for your work!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975771801