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So brilliant and simple, it SHOULD have been in base game.
Great work with this mod! Something like this should be in vanilla tbh...
Do you think you could "balance" it a bit, e.g. needing a high intellectual skill and a gene assembler for the splitting operation (as an option, not required)?
New version uploaded. Splitting packs will now default to using the standard rimworld Genepack item.
If you miss the smaller art I added an option to continue splitting the bigger packs into the smaller GenepackSingle packs. They still have their existing issues with stacking and not being able to sell/organize them when they're in storage but the option is still there.
Existing split mini-packs will remain as is.
Previously I was trying to create the new genepacks, manually empty their genelist before replacing with the itemized split list from the first pack.
Even after making a mod or two I'm still a newbie to all this.
genepack.Initialize(new List<GeneDef>{myGeneSet[i]});
GenPlace.TryPlaceThing(genepack, pawn.Position, pawn.Map, ThingPlaceMode.Near, null, null, default);
If you have a stacking mod it can cause problems. You may have to add the GenepackSingle to the blacklist of items that can't stack. For example, if you have ogrestacks you'll have to add it to the overrides.xml yourself manually. It's not something that I can fix on my side.
C:\Users\YourUsernameGoesHere\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\OgreStack
There should be a file in that folder called
Overrides.xml
I think Appdata might be a hidden folder by default. You may have to go into your folder options/view and select "Show hidden files and folders"
I just had a quick look at what would be required to do that. Unfortunately it isn't something that can be fixed with a quick patch.
It looks like the lists of what shows inside the contents of a genebank for the allow/disallow are hard coded inside hard coded subroutines. I'd probably have to rewrite the entire set of code that does that and that's a bit beyond what I want to attempt right now.
Curently small genepacks are not visible in this part of the menu.
This was the only way I could find that worked all the time. It wasn't ideal but it did what I wanted.
It's easier for me to just use a mod that offers more storage such as "Oops, all gene banks".
<item defName="Genepack" stackLimit="1" />
<item defName="GenepackSingle" stackLimit="1" />
Put that right after the line about the TechprofSubpersonaCore
My wild guess, do you have any mods that change rewards from quests?