RimWorld

RimWorld

Random's Gene Assistant
187 Comments
Daemonjax Sep 25 @ 10:29am 
In 1.4, this seems to cause errors in the player.log for every pawn: "Error while determining if Plake should have Need Chemical_Alcohol: System.NullReferenceException: Object reference not set to an instance of an object
kamikadza13 Sep 22 @ 1:30am 
Hey! Could you add a Keyed for translation, please?
I like this mod, but I can't translate it.
Öffentliches Ärgernis Sep 10 @ 10:01am 
Also, the mod shows every gene 3 times in the gene library...
Öffentliches Ärgernis Sep 10 @ 10:00am 
Would it be possible to add support for Gendered Genes 2 ? If a pawn has a gendered variant it is always shown as red, although you can choose the gendered version in the gene lab.
lowercase_donkey Sep 6 @ 11:27pm 
Is it possible for this to highlight pawns at the gene extractor that have genes I need?
nex Sep 3 @ 2:46am 
i can confirm what Hykal said. i recently built a genelab in a stockpile and no colors :(
Dystonia Aug 26 @ 9:58pm 
Top stuff. It does work underground btw.
Hykal Aug 25 @ 7:24am 
BTW, the mod doesn't work if gene banks are underground like a bug hole! You should check that!
Arinthian Aug 16 @ 9:47pm 
Please update! This was sooo nice to have.
Aug 10 @ 12:04am 
I haven't added any other mods,It doesn't work
Aug 9 @ 11:49pm 
dont work
Kaedys Aug 6 @ 12:22pm 
Last I knew, that's intentional. It prevents the massive slew of genes being in the list, both drastically slowing down game performance when loading and scrolling the trade list (the game is REALLY badly optimized for large trade lists), and avoiding accidentally selling genes you want to keep. IMO, it's actually a very strong benefit. Generally when a trader shows up, I just pause, go to my banks, click the "eject duplicates" and possibly "eject cosmetics" buttons, eject any others that I've specifically been meaning to sell, and now I can sell literally every single gene that shows up in the trade list because only the ones I ejected for selling show up. No sorting through the list of genes for that specific one I wanted to sell, or ones that have more than 1 listed.
Stumblefoot Aug 6 @ 8:37am 
I am not able to sell genes from gene banks to an orbital trader with this mod activated, i disabled ALL other mods and still no luck

I tried adding in the "Not Only GeneBank in Orbit Trade" and that didn't fix anything
Speshkitty Jul 30 @ 3:09am 
Is it possible to add support for the gene nodes in Gene Extractor Tiers ?
Arlington Jul 27 @ 5:48am 
this doesint work very well with prisoners
Mr. F Jul 25 @ 11:26am 
Does this mod support Alpha Genes?
Nanao-kun Jul 24 @ 12:10am 
Forgot to mention that it works properly in space because the astrogene is active.
Nanao-kun Jul 24 @ 12:09am 
Small incompatibility with Vanilla Expanded's Starjack I think. If someone has an astrogene, the gene UI doesn't show any colors (as in whether I have the gene or not).
溯昔言 Jul 22 @ 3:10am 
@gOnezZle Could you please explain it in more detail?
溯昔言 Jul 22 @ 2:59am 
same Chemical_Alcohol
Seanbeag Jul 19 @ 7:26am 
@gOnezZle Thanks for that. Never would have made that connection.
gOnezZle Jul 13 @ 9:59am 
kurihiro0223: I had the same error spam on load (on 1.6), with only Character Editor (+harmony) and this mod loaded. I managed to track it down to the bodysize genes from Character Editor. Disabling those in the mod settings seems to have stopped the error messages.
R4nD0mI3z Jul 13 @ 9:54am 
Hi, I am experiencing same issue as kurihiro0223
There is an error spam for each pawn (both on map and world pawns) whenever game is loaded. Removing this mod fixes issue.
Logs: https://gist.github.com/HugsLibRecordKeeper/c37734371ea8a66afbb564baa82d6a7f
Starts at line 2557
-RedTrainer Jul 11 @ 11:25pm 
Hello @RandomCoughdrop !
i was wondering if its possible to make an integration with "Gene Fabrication" mod so it would craft missing genes automatically.
TheyKeepOnRising Jul 9 @ 3:49pm 
Thank you for updating to 1.6! This mod is one of my "most have" mods. Without this mod, managing genes is a ridiculous chore.
kurihiro0223 Jul 8 @ 10:15pm 
Sorry, I've added too many mods and can't find a clear cause, but it seems to conflict with other mods and causes an "Error while determining if (name) should have Need Chemical_Alcohol: System. NullReferenceException" error seems to appear for all characters at the time of loading the save data.
A recent update has started causing the error, the game version is 1.5.
雪融画 Jul 8 @ 12:31am 
thank you for updating the 1.6 version
RojoMuerte Jul 6 @ 2:34pm 
:)
Hykal Jul 6 @ 8:46am 
Thank you, boss. You're the best.
RandomCoughdrop  [author] Jul 6 @ 8:39am 
The update for 1.6 is out!
Please let me know if there are any bugs. I was unable to fully test the compatibility with the other mods that have not yet updated.
Evono Jul 5 @ 5:19pm 
is 1.6 planned please?
Vocandin Jul 3 @ 3:33am 
Looking forward to 1.6 update!
NoKanza Jun 29 @ 4:02pm 
1.6 pls
Hykal Jun 23 @ 3:21am 
Looking forward to 1.6!
Sudo Modding Jun 20 @ 3:50pm 
I was doing the exact same thing in a txt file, thanks a TON for this mod
iF Apr 8 @ 7:57am 
This might not be related to the mod, but I’d like to ask - is it possible to produce multiple xenogerms at once? I have too many prisoners to modify, and manually crafting them hundreds of times is really exhausting.
Raika Apr 2 @ 4:06am 
A fix for Multi-floor mod would be extra , since my lab is underground I don't get the color to see which gene I already have
你看我迪奥不 Mar 27 @ 5:44pm 
I found that it is not displayed on different maps, which means that it can only be used on the current map
Sane Boi Caligula Mar 24 @ 7:08pm 
Nevermind, this issue is its not working at all, i gotta look into this
Sane Boi Caligula Mar 24 @ 3:54pm 
I love this mod, but it doesn't seem to work with ReSplice: Core, tho I have seen it work with other modded genebanks in other playthroughts, anybody else get this bug?
SumanDark Mar 18 @ 3:41pm 
Must have mod, ty!
XGGJI1 Feb 9 @ 10:13pm 
Friends, I just found out as well that there exists a mod option called [ Sell from genebanks ] that fulfills the need I commented about earlier. My bad:steamfacepalm:
Rovstam Feb 5 @ 5:10am 
Kaedys is 100% absolutely right.
G-Fiti Jan 20 @ 1:12am 
Does it work across multiple maps? Say if I have two settlements, and I keep some genes here and some genes there. I would like to see that I collected all of them, does the mod do this?
lukimuki Dec 27, 2024 @ 11:17am 
same as XGGJI1 +1
Kaedys Nov 15, 2024 @ 4:45pm 
Being a config would possibly make sense. But personally, I prefer it with them hidden. It avoids me accidentally selling genes I wanted to keep. I just use the "eject duplicates" button, and then go through and eject cosmetic genes I don't care about, and then I know I can sell every single gene that shows up in the trade interface, but any of them I want to keep are still in the banks and not visible. It avoids me having to hunt through the giant list of genes in the trade interface every time, which can get really bad when you have multi-gene packs in the mix as well. And the trade list is very poorly optimized and lags like crazy once the trade list gets too long.
XGGJI1 Nov 14, 2024 @ 11:29pm 
Great mod, but may I ask why you hide genepacks in gene banks from the trade menu UI in update 1.7?
When selling genepacks to the tradeship, player needs to eject them from the genebank.
Is it possible to make this an option in the mod settings?
星宫萤雪 Nov 3, 2024 @ 10:40pm 
May I ask if this mod supports translation? I would like to translate this mod into Chinese.
Selfarion Sep 16, 2024 @ 2:46am 
Good mod, also looks like good additional to this one is More Gene Information - https://steamcommunity.com/sharedfiles/filedetails/?id=2942759212 , because you can choose pawn and see what are you change.
Cockylida Sep 15, 2024 @ 5:30am 
Amazing mod, everything I wanted for Biotech QoL (and it really needed some too).