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Gene Extractor Tiers
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Mod, 1.4, 1.5, 1.6
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4.642 MB
2023 年 8 月 7 日 上午 6:42
7 月 9 日 下午 2:57
50 項更新註記 (檢視)
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Gene Extractor Tiers

在 RedMattis 的 1 個收藏中
Red's Workshop Mods
44 個項目
描述
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]
熱門討論 檢視全部(6)
4
2 月 14 日 下午 12:53
Can't Target Some Genes (Bug)
Cyber
4
2023 年 11 月 24 日 上午 6:35
genes missing graphics
𝃚
1
2024 年 7 月 31 日 上午 10:08
Nearby gene banks
Müslibär
326 則留言
RedMattis  [作者] 5 小時以前 
@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 8 小時以前 
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 7 月 13 日 上午 2:21 
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 6 月 25 日 上午 5:30 
@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 6 月 23 日 上午 9:25 
Seems to be working perfectly now, many thanks for the quick fix :steamthumbsup:
RedMattis  [作者] 6 月 23 日 上午 9:20 
@John
I think I fixed that and forgot to upload the fix. Try redownloading and see if it works now. :)
John 6 月 23 日 上午 9:16 
I'm having a bit of problem in 1.6, it won't extract any genes
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
RedMattis  [作者] 6 月 23 日 上午 9:14 
@juanitierno
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.
juanitierno 6 月 22 日 下午 2:36 
Hello! "Insert person" button brings up my colonists but not my prisoners.
mr0wnpie 6 月 7 日 下午 12:22 
Anyone else having troubles with the Gene nodes not linking to the gene assembler?