RimWorld

RimWorld

Oops All Gene Banks
101 Comments
Rovstam Sep 22 @ 4:48am 
Just to clarify: RimSort has (supossedly) a large database for mod load order, which helps prevent bugs and bad stuff regarding large modlists.

The reason behind this is beyond my comprehension, but if i was to say something it's because mods are booted into the game linearly and stuff like dependencies have to be loaded first into memory in order to be accessed by their child mods.
onigawa123 Sep 5 @ 12:56pm 
Guess what, RimSort helped and fixed the issue.
onigawa123 Sep 5 @ 12:46pm 
Thanks, to both of you. I will try.
Rovstam Sep 4 @ 2:49pm 
@onigawa123 you should move to RimSort. Rimpy is badly seem from the community, and for reasons i can not discuss here.
redundantusage  [author] Sep 4 @ 1:39pm 
@onigawa123 If I was to guess, my money would be on a mod that modifies your assembler if it's impacting all gene banks outside of vanilla. Could always try the method of removing other mods one at a time to see if doing so allows modded gene banks to function again.
onigawa123 Sep 4 @ 1:32pm 
All gene banks besides the Vanilla ones seem not to connect to the gene assembler any more, regardless which banking mod I use. Any hints why? I use Rimpy and the autosort feature.
Savriss Aug 31 @ 11:19am 
Just wanted to say thank you. This mod has let me satisfy my collector needs.
Rovstam Jul 18 @ 9:28pm 
Can you please link Split genepack to your mod description. They are absolutely a fucking duo.
redundantusage  [author] Jul 15 @ 9:14pm 
Updated mod with updated research item placements in the research menu for new DLC layouts.
茶雨 Jul 3 @ 12:51am 
This MOD creates the atmosphere of a real genetic engineer browsing and selecting in a sample library, which feels great!
redundantusage  [author] Jul 2 @ 6:34am 
Having done no formal testing, I added 1.6 to the tags and called it a day. If anyone runs into any bugs please let us know.
Nuker1110 Jul 1 @ 7:34pm 
@Uncle Jack Hughes after 2 weeks of daily play with a heavy modlist, no errors from this one! I think you should be good to update the About.xml version number and let it ride.
Uncle Jack Hughes  [author] Jun 30 @ 7:24pm 
Please let me know if there are any issues noted on 1.6, and I'll take a look.
Nuker1110 Jun 17 @ 9:18am 
Looks like it's still working in 1.6
SILVERIII Aug 17, 2024 @ 2:30am 
So this version still have trader?
Nightfish Jul 6, 2024 @ 12:44pm 
Thanks for the reply :D The mod in question is this one:

https://steamcommunity.com/sharedfiles/filedetails/?id=3265067908

I don't know the creator personally, but from the FAQ it seems that he does not do the graphics side of things so maybe you guys could actually collaborate very well?
redundantusage  [author] Jul 6, 2024 @ 11:55am 
Nightfish: That sounds pretty cool, not something I'd be capable of doing though. The number of marks on top of the register and archive don't match up with the number of genepacks held, though I could change that if a lightup mod existed for this. If the person that made the light up mod wanted to do a collaboration I'd be willing to help with the graphics side.
Nightfish Jul 6, 2024 @ 12:57am 
Very useful mod! Is there any chance to make the lights on the structure correlate to how many genes are in it? I've seen a mod that does this for the vanilla gene banks and it's just so nice to see it fill up gradually.
The Dutchman May 30, 2024 @ 4:00am 
He's just a useless troll, ignore him
redundantusage  [author] May 27, 2024 @ 4:37pm 
Matthew: I've been play-testing the mod on a recent run, is something not working for you?
Matthew Optimus Maximus May 27, 2024 @ 3:07pm 
ya call this a fix? the Netherlands aren't sending their best
ed155 May 22, 2024 @ 9:12am 
o7
🖤LovableƸ̴Ӂ̴ƷNightmare🖤 May 19, 2024 @ 8:25pm 
Sweet! This is one of my favorite mods for genes. Thanks Uncle Jack Hughes! :)
redundantusage  [author] May 16, 2024 @ 5:33am 
Alright, the mod is officially updated, everyone make sure to thank Uncle Jack Hughes.
The Dutchman May 7, 2024 @ 5:08pm 
:steamhappy:
redundantusage  [author] May 7, 2024 @ 3:54pm 
The Dutchman I added the link to your fork into the description, if anyone else makes their own version I'll add them. Thank you guys for doing the heavy lifting.
redundantusage  [author] May 7, 2024 @ 3:51pm 
Helixien you can use any part of this you want so long as you credit what parts you use.
Helixien May 7, 2024 @ 12:17pm 
Hey mate, would you mind if I partly integrate your mod into my ReSplice core, as you don't plan to maintain it?
The Dutchman May 6, 2024 @ 8:45am 
Made a 1.5 fork with proper credits. Removed the trading assembly

https://steamcommunity.com/sharedfiles/filedetails/?id=3240917559
Nay May 6, 2024 @ 2:28am 
PSA. this mod breaks trading in 1.5, dont use it
redundantusage  [author] May 2, 2024 @ 11:31am 
I didn't write the code for the dll that makes the trading possible, so all I've ever had is the file given to me by Uncle Jack. Presumably that part could be removed and maybe a call to it here and there edited and it would go back to functional, albeit without the ability to trade directly from the added machines.
SP4RTAN May 1, 2024 @ 8:22pm 
The gene banks work fine in 1.5 that's just xml. But the ability for traders to view and buy genes directly from archives and registers, which is handled by the assembly, is what breaks trading.
SP4RTAN May 1, 2024 @ 8:16pm 
@redundantusage unless I'm missing something here the github repo looks like it's just the same thing that's on Steam. There's no source code
redundantusage  [author] May 1, 2024 @ 3:09pm 
To those asking, the github respository should be visible now, and is listed in the description. Hope one of you can get this working again.
YaBoiTem Apr 28, 2024 @ 5:36pm 
still dont get how it breaks trading but oh well, gonna have to wait for 1.5
Space Moth Apr 27, 2024 @ 6:19am 
Does the issue still happen if you turn off the traders ability to check genebanks in the mod options?
I suspect it could be failing to find the genebank defines/buildings, as I have had the error occur when I had no genebanks built.
MasterOboss Apr 26, 2024 @ 7:32pm 
Is the source code for this around anywhere? I used to be a c# dev and would be happy to update this.
Theki Apr 22, 2024 @ 4:07am 
i spent a whole week trying to figure out which mod broke trading and now i just want to know how a gene bank mod broke trading
SP4RTAN Apr 21, 2024 @ 12:05pm 
If you just want the gene banks and don't care about the bugged trading function, this still works
fine. Just go to "steamapps\workshop\content\294100\2883683444\Assemblies" and delete the file in that folder.
r3xm0rt1s Apr 17, 2024 @ 1:01pm 
Wow it took me forever to find the mod fucking up my game.
King Devely Apr 15, 2024 @ 8:18pm 
This prevents my colonists from even initiating a trade with traders. Not sure if its only traders carrying genes or not, I haven't tested it that extensively. Definitely game breaking for me currently so I'll wait for an update to 1.5.

Also, It wasn't throwing any errors that I could find. Just stopped the trading window from opening.
SP4RTAN Apr 13, 2024 @ 9:50pm 
The gene bank and processor buildings work fine but the gene trading function is what causes an error.
Noisy Koi Apr 13, 2024 @ 9:40pm 
https://gist.github.com/HugsLibRecordKeeper/5b8876ee32bd057864bb0ca6be606ce4
seems to work fine in 1.5 but ran an error checker and this was one of the ones that came up
camping_master Apr 13, 2024 @ 1:05am 
redundantusage// :'(
SP4RTAN Apr 12, 2024 @ 6:26pm 
Is there a Github repo somewhere?
redundantusage  [author] Apr 11, 2024 @ 5:41pm 
-[BSM]-Raff - I won't say it's impossible, but Uncle Jack is the real one to answer since he did the code part. At this point I don't actually even remember how to mod Rimworld. :P
-[BSM]-Raff Apr 11, 2024 @ 1:04am 
Any chance that this mod gets updated for 1.5?
hashbrownselfie Mar 5, 2024 @ 10:09pm 
No problem my friend. I may have found the issue. I have found that it seems the packs weren't despawning, rather stacking (which made it look like only one pack remained), which may have more to do with modding the gene banks at all or just the WVC mod itself. In any case I think I found a workaround. Thank you regardless!
redundantusage  [author] Feb 21, 2024 @ 4:29pm 
hashbrownselfie - Haven't modded or played since posting this, I'd call it very unlikely that I'd know how to add compatibility for the other mod even if I wanted to. Sorry about that.
hashbrownselfie Feb 21, 2024 @ 1:53am 
I had the same issue as @G-Fiti where a number of genepacks from WVC just disappear. Perhaps it is because of the packs being different in type? The pack types are mechpacks, ultrapacks (if I remember correctly), and I can't immediately think of the last one as it has been a bit. Definitely a very good mod, but seeing as someone else mentioned this issue is it possible if you could check if this is something fixable?