RimWorld

RimWorld

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Auto-Extract Genes
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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5.578 MB
31 Oct, 2022 @ 8:54pm
17 Jul @ 8:27am
19 Change Notes ( view )
You need DLC to use this item.

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Auto-Extract Genes

Description
Adds a checkbox on the Health tab of colonists, slaves, and prisoners that, when enabled, will have them automatically visit the gene extractor when their genes have regrown. The checkbox available in the Health tab in both the pawn summary window on the bottom left corner, and the bigger detailed pawn info window.

This mod works by simulating clicking the "Insert person ..." gizmo on the gene extractor when genes have regrown. It doesn't add any new jobs, tasks, etc to the pawns.

This mod should be safe to add and remove to existing saves.

Optionally Supported Mods:
Numbers: Adds a checkbox column for Auto-Extract Genes

Known Issue:
At the time of writing, this is actually a vanilla bug/issue with the "Insert person ..." gizmo on the gene extractors. If a non-prisoner pawn is interrupted (drafted, downed, etc) on his way to visit a gene extractor, they will never try to visit it again until 'cancel" is clicked at the gene extractor. The mod will re-issue the "Insert person ..." command shortly after it is cancelled which should solve the problem.

If you have other mods that add things to the Health tab, the Auto-Extract Genes checkbox may get pushed out of the window. You may still be able to access it in the bigger detailed pawn info window. You can also use the Numbers mod to access the Auto Extract genes checkbox. At this time, I don't really have any plans to fix this, as I can't really account for all the ways mods could modify the UI.

Please post feature requests or bug reports on GitHub[github.com]
Bug reports without a log will be ignored

Translation Contributors:
Ferchu (Spanish)

Links:
GitHub[github.com]
Numbers
81 Comments
VitaKaninen 18 Jul @ 11:03pm 
I see it now. I thought I read it thoroughly, but I guess I missed that part. All good, then.
Nibato  [author] 18 Jul @ 7:22pm 
@VitaKaninen That's mentioned in the known issue of the mod description above.

This mod essentially just automatically clicks the "Insert person" gizmo/button on the extractor for you behind the scenes.

Even without using this mod, If you clicked the insert person button, and the target pawn interrupted by a mental break or something else, the same thing would happen. The command stays queued up in the extractor but the pawn will never go to it until the command is cancelled and re-issued. This actually happens with a lot of buildings that have an "Insert person" button in vanilla.
VitaKaninen 18 Jul @ 4:57pm 
I had a pawn (slave, not sure if that matters) who was on a mental break when their time came due to have their genes extracted. When they finally snapped out of it after a day or so, they did not go and have their genes extracted. This also meant that no one else would go and have their genes extracted, even though they were due, since it was waiting on the other pawn. Once I manually told them to enter it, everything started working as normal again, and everyone else would go use the machine again.
VitaKaninen 17 Jul @ 5:07pm 
Interesting. I will report it, then. Thanks!
Nibato  [author] 17 Jul @ 4:56pm 
@VitaKaninen I don't think mine or any other mod is causing that error. I was able to reproduce a similar exception without any mods and just the DLC. The exception occurred if a slave rebellion happens while a slave is inside the gene extractor. I'm speculating that it is a new bug in Rim World itself.
VitaKaninen 17 Jul @ 1:47pm 
I had an error when letting a slave auto-enter the extractor. Not sure if it is this mod causing it or another mod. RimWorld.SlaveRebellionUtility.CanParticipateInSlaveRebellion

https://gist.github.com/HugsLibRecordKeeper/0d21b9172cace98c86d448f149639999
Nibato  [author] 17 Jul @ 8:31am 
I've pushed a new update to hopefully address the frustrations you're having with the new setting.

If the tending is permanent, the pawn won't be skipped for queuing after the condition is tended (basic wounds, bleeding, etc). Only pawns with untended conditions, or conditions that require constant tending (diseases, flu, etc) will be skipped until the condition is healed (or developed immunity).
Diedel 17 Jul @ 8:14am 
Ok, that matches what i see, anything that can ever be tended blocks it, regardless of the current tend state. I understand why it is that way, but it does cause problems for me as i have my prisoners on auto-release when fully healed, so they might not be gen processed at all this way.

But as i said, just having that simple toggle in the options makes the whole process already a lot easier.
Nibato  [author] 17 Jul @ 7:35am 
I have some ideas I need to look into on making the tendable logic smoother, but I need to do some research before promising anything.
Nibato  [author] 17 Jul @ 7:32am 
Basically if the pawn has any condition/hediff that requires tending at all, they will be skipped for auto-extraction until the hediff is fully healed.

I was considering diseases that require tending multiple times when I implemented it, not just injuries and bleeding. I was thinking about conditions that may require constant tending when I implemented it (flu, plague, infection, etc). With those diseases, If they were just auto-inserted instantly after the initial tending, it could be unfortunate :P

I've implemented it in a pretty generic way to try and avoid any issues with hediffs added by other mods.