RimWorld

RimWorld

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Gene Extractor Tiers
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
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
Red's Vanilla++
57 items
Description
[www.patreon.com]

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
8^y
1
Jul 31, 2024 @ 10:08am
Nearby gene banks
Müslibär
347 Comments
Endorsi Nov 12 @ 2:39am 
I tried the below suggestion and it didn't fix the issue of linking
https://gist.github.com/HugsLibRecordKeeper/ca2d8b4edd4430b299e6a91f308c7d6b
Endorsi Nov 12 @ 2:37am 
I also had this issue, is there a way to force this higher when rimsort sorts?
ProfDrHamster Nov 5 @ 8:21am 
Moving said mod higher up on the mod list fixed it ... so ... Yeah .......
ProfDrHamster Nov 5 @ 8:14am 
The mod that causes it is "[FM] Gene Bank Expanded"
ProfDrHamster Nov 5 @ 7:59am 
kicked out all other mods, and its a mod problem with another mod
ProfDrHamster Nov 5 @ 7:56am 
the Gene Nodes do not connect to the Gene Assembler for some reason.
Karatejürgen Oct 13 @ 11:35am 
@RedMattis

but the tooltip says it does kill the pawn in the regrown phase?
or is it just the standart tooltip from the vanilla version?
RedMattis  [author] Oct 13 @ 11:05am 
@Karatejürgen
No, it doesn't use that mechanic, it just extracts genes automatically on a timer.

@TheBronzeWarrior
It should be able to extract most genes, archite included, unless they are specifically excluded or have some special behaviour that prevent them.

Do note that archite genes need the Tier 2+ extractors.
Karatejürgen Oct 13 @ 9:30am 
does the pawn still dies if his genes regrowe while extraction?
TheBronzeWarrior Sep 27 @ 3:25pm 
could you add compatibility with dubiously balanced archite genes? name should be obvious, but it basically just adds some more archite genes inline with vanilla