RimWorld

RimWorld

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Gene Extractor Tiers
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Mod, 1.4, 1.5
File Size
Posted
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5.352 MB
Aug 7, 2023 @ 6:42am
Jun 9 @ 5:10am
42 Change Notes ( view )
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Gene Extractor Tiers

In 1 collection by RedMattis
Red's Workshop Mods
27 items
Description
Summary

This mod adds improved versions of the gene extractor which will extract genes from a characters until you've extracted every gene available. An improved version can also extract archite genes.

At default settings it will extract one gene every 8 days without applying Genes Regrowing. You can simply leave a character in there and as long as the power doesn't go out, and they have food, gene packs will keep being produced.

If there is no food or power is cut they will die after 2 days, same as with the vanilla Biotech Growth Vats.

Features


The mod contains Gene Vat Extractors. You load a character into the vat and supply it with nutrition. The vat will then slowly extract genes from the person in the vat, preferring genes you don't have singles of (a gene pack with that gene and nothing else).

The Vat can spawn one of three types of genepacks.

  • Singlepack [40%]: A gene pack with a single gene you don't already have in a singlepack
  • Multipack [45%]: A gene pack with 2-4 genes, at least one of which will be one you don't have in a singlepack.
  • Megapack [15%]: A gene pack with 3-16 genes, but otherwise as per the above.


If the extraction is too slow you can speed it up at the cost of additional resources.


The AI-Core Gene Extraction Vat lets you select which gene to extract. This option can be enabled for all extraction vats in the mod options if you prefer.

Bountiful Boring Baseliners
What is our gene-lab going to do with all these baseliners? Shame we can't grab some "human hands" from them to fix our clumsy pigskin medic...


If a baseliner (or pawn with nothing but hair and skin genes) is thrown into the improved gene extractors from this mod you will get special "Baseliner" genes from them.

Most of these genes can only be obtained from the extractor and the rest are very rare in trader/lab inventories.

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).



Customization
By default it takes 8 days to extract a gene. This can be changed to any value.

You can change the percentage chance of each genepack to spawn.

Compatibility
Compatible with Vanilla Nutrient Paste Expanded so you can pour that highly efficient nutrient goop straight into their veins! ...er, or however that works.


Recept Updates
New art by Phaneron!

Also a Tier 3 version that runs at 250% speed but requires an AI Persona Core and more Archite to craft.


Well, okay, I 'sort of' made the Tier 3, but I mostly just stole Phaneron's art from the T1 & T2.

-----------

2024-04-30

Added an option to split non-metabolic genes upon extraction into their own genepacks. This generally means cosmetic genes will end up in their own genepacks.



Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (4)
4
Nov 24, 2023 @ 6:35am
genes missing graphics
Deleted Profile
0
Jun 5 @ 3:06pm
Adding notification?
AI-Man
0
Jan 10 @ 8:57am
Multiplayer
adrianisss_20
232 Comments
RedMattis  [author] Jun 9 @ 2:32pm 
@totalledcord
Yes, and that goes for all my mods.
totalledcord Jun 9 @ 2:16pm 
can this mod be added mid-game?
RedMattis  [author] Jun 9 @ 7:55am 
@Say Gex
Yes, it has compatibility code for NPE. :)

@Misace
Verify cache to make sure steam actually has given you an up-to-date version of the mod. They should show up when you select the vat if someone is in it.

@specopsbarton
I don't actually see my mod mentioned in that stacktrace, I'd suggest testing first only with this mod, and then re-add your other mods in chunks until you get the error, that way you should be able to figure out which mod is incopatible.

Oh, and verify your rimworld cache in case Steam is at fault.
Say Gex Jun 9 @ 7:36am 
does this support vanilla nutrient paste extended ? like piping the paste network directly to the gene extractor
Kusko25 Jun 7 @ 10:57am 
And culprit identified "Morphs Assorted Biotech Retex" if someone else has this problem
Kusko25 Jun 7 @ 10:46am 
Ignore my comment, it also happens with the basic biotech growth vat, so it is probably some kind of mod interaction
Kusko25 Jun 7 @ 10:32am 
Does anyone else have this issue where there is a missing graphic while the extractor is working?
Looks like this: https://imgur.com/a/w8pGvi9
To be clear it is not the bubble effect, that still appears, I think it is the pulsing light effect since the ? fades in and out
specopsbarton Jun 5 @ 9:53pm 
@RedMattis here is full log:

https://pastebin.com/3mtgMRdZ
Misace Jun 5 @ 8:34pm 
Please tell me where I can find the overdrive and select gene buttons. I have built a total of 3 types of Gene Extraction Vat, Archite Gene Extraction Vat, and Archite Gene Extraction Vat II but cannot find them. In the module option settings, I can only set the gene extraction probability and Time, there is no option to turn on select gene, did I miss something?
specopsbarton Jun 5 @ 7:38pm 
System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00020] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ThingWithComps.InitializeComps () [0x0003a] in <9f1e970858404620af05148900af1df8>:0
- POSTFIX jecstools.jecrell.abilityuser: Void AbilityUser.AbilityUserMod:InitializeComps_PostFix(ThingWithComps __instance)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Please help. Thank you.