RimWorld

RimWorld

Gene Nodes - Genes for Sale
17 Comments
sergeybin.99 11 Jul @ 2:11am 
VIPER gene node have dropped dark aechoshard after reinstallation.
RedMattis  [author] 3 Jul @ 3:11pm 
@sergeybin.99
Huh. Well that certainly isn't intended. I'll have to look into that later.
sergeybin.99 30 Jun @ 5:39am 
I can farm good will with Viper Family by just reinstalling gene nodes.
Turkwise 19 Jan @ 12:13am 
Cool mod, being able to craft them feels like cheating though.
RedMattis  [author] 20 Dec, 2024 @ 1:27am 
@KΞNTΛR
And other gives a reputation boost with a certain sketchy faction (if included)
KΞNTΛR 16 Dec, 2024 @ 6:36am 
It might be crazy what I am about to say but some Gene Nodes can drop 1 shard after finished building.
Who is U? 24 Oct, 2024 @ 10:19pm 
Hi, I found the bug that causes the genes nodes dont show up in the assembler. Its the Gene Bank Expanded mod. The fix is to have Gene Bank Expanded before Gene Nodes in the mod load order. Hope this help. Thank you for such an awesome mod
RedMattis  [author] 1 Oct, 2024 @ 8:51am 
@Mr. J Soda
Iirc. it is mostly a few of the better colours from vanilla. I think I might have added some B&S and AG colour genes.

Overall the gene nodes are intended as thematically coherent template packages rather than being complete gene archives. :)
Petrus Aurelius 30 Jul, 2024 @ 8:35pm 
The visionary that made our giantess dreams a reality, makes another excellent mod.
RedMattis  [author] 23 Jun, 2024 @ 2:27am 
@FrikkieVark
I've added the range indicators so it should show the ranges. The distance is fairly generous.

I have seen reports that some users don't see the genes in the assembler though, which I'd wager is due to a mod overwriting my patches. If you figure out which mod it is then please notify me so I can see if it is fixable from my end.

@Romno
Hm... Maybe. I was a bit worried that would trivialize stuff a bit since they are very powerful. Also
a lot of them are obtainable from Genies and Hussars which are fairly common in vanilla.

I might add them in, but I think I'll spread them out among the other gene nodes instead of giving them all in one or two nodes, if so.
Romno 22 Jun, 2024 @ 5:40pm 
Hey love the mod, only thing I wish was an option for all of the "great skill" genes, takes forever to get them and the vanilla xenotypes don't cover all the "great skill" genes so there is no non RNG way to get "great art" for example. Any way you could add in a few nodes for the rest of the skill genes? Of course make them just as expensive as the "awful" skill nodes for balance. Thanks for your time Red.
FrikkieVark 22 Jun, 2024 @ 4:05am 
Hi so just a question does the gene nodes need to be directly next to the Gene Assembler or do link to it if its a few tiles away?
狂暴血怒喵喵切 19 Jun, 2024 @ 3:09am 
Thank you for replying me. No, I almost only play with the original gene. I don't understand English. The expression may not be standard. I don't know much about the program, but the genome containing multiple genes cannot be used as material. The genome of one gene is completely fine.:steamthumbsup:
RedMattis  [author] 17 Jun, 2024 @ 8:54am 
@狂暴血怒喵喵切
It should work to craft it using any vanilla genepack.

Perhaps you're trying to use Alpha Gene's Mixedpacks or Alphapacks? Due to the way the XML works I can't really set it to use those since they have a different ThingDef.
狂暴血怒喵喵切 17 Jun, 2024 @ 7:33am 
This is really good. The original version's gene acquisition is too random and lengthy, and this mod provides the option of using waste genes, but the problem is that genomes containing multiple genes cannot be used as materials. Is this a bug?
Sir Topham Hatt 9 Jun, 2024 @ 9:17pm 
I will try this out, perfect timing for the run I want to do.