RimWorld

RimWorld

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Gene Extractor Tiers
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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4.642 MB
Aug 7, 2023 @ 6:42am
Jul 9 @ 2:57pm
50 Change Notes ( view )
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Gene Extractor Tiers

In 2 collections by RedMattis
Red's Workshop Mods
45 items
Quality of Life & Base Pack
71 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.

You can change whether all extractors can target specific genes, or just the AI-Core version.

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.

More Gene Nodes

"Tired of hunting down exotic traders to find they are selling genes for orange skin, pig tails, and a weapon affinity for... Conversion Staff? We've got a prefect solution tailored for you!" - recoding found in abandoned VIPER lab

This addon mod adds significantly more gene nodes with pre-set collections of genes to use in your gene assembler. Unlike the ones from this mod the addon mod it does actually contain some of the really rare and useful genes. The cost for those can as you'd expect be quite steep.

https://steamcommunity.com/sharedfiles/filedetails/?id=3264344552

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 (6)
4
Feb 14 @ 12:53pm
Can't Target Some Genes (Bug)
Cyber
4
Nov 24, 2023 @ 6:35am
genes missing graphics
𝃚
1
Jul 31, 2024 @ 10:08am
Nearby gene banks
Müslibär
330 Comments
Fralee Aug 10 @ 1:27pm 
are you able to get a compatibility patch so EBSG - Passion Genes can be obtained and targeted?
Dj0z Aug 9 @ 10:51pm 
I love this mod. The only annoying thing is that genes added by Nodes look the same as normal genes in the Assembler, but one is ejectable and the other isn't, so i have to keep clicking until i find the right one, like for sale or to use as building material for another Node.
The rest is amazing especially with all these customizable settings.
Pie Aug 9 @ 10:40pm 
@Mr Nice. Thank you so much! I'd always thought the Gene Nodes were underwhelming and now I realise why - I didn't have them working at all! :) Grateful to both you and Red.
Mr. Nice Aug 8 @ 3:35am 
@Serter8 @MarsRust

Had the same problem, culprit in my case was "[FM] Gene Banks Expanded". Fixed it by moving Gene Extractor Tiers in the mod list to load after Gene Banks Expanded.

Gene Banks Expanded replaces the linkableFacilities of the Gene Assembler, so if you load it after Gene Extractor Tiers, it will undo the facilities added by it
RedMattis  [author] Aug 6 @ 4:47am 
@MarsRust
Does this happen with just this mod? If not, try doing a binary search to figure out that mod conflicts.

Instructions on how to do so can be found on the rimworld discord, or my discord linked above.

@Mododel
You mean the editor from when you start a new run? That one should have all genes in it already.
MarsRust Aug 6 @ 1:47am 
I'm having the same problem as Serter, an update that this issue is being worked on would be nice, as I really like the mod and would like to be able to use all of it
Serter8 Jul 13 @ 2:21am 
Not sure what happened. But between 2 days ago and today the Gene Nodes stopped linking to the Gene Assembler. Can't use any of them in the Gene Assemble menu
Mododel Jun 25 @ 5:30am 
@RedMattis

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.
John Jun 23 @ 9:25am 
Seems to be working perfectly now, many thanks for the quick fix :steamthumbsup:
RedMattis  [author] Jun 23 @ 9:20am 
@John
I think I fixed that and forgot to upload the fix. Try redownloading and see if it works now. :)