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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.