RimWorld

RimWorld

Gene Extractor Tiers
334 Comments
Quilava Aug 27 @ 9:37am 
Does the mod have limit to pawn can only extract 1 genes 2 time? Or is it a bug?

I try to keep extracting "scarless" genes from one of my pawn, but after 2 time, the genes doesnt show on the list anymore, unless i put new pawn on with the same genes. And you must re-select target genes every time it finish, is it normal?
KaroaVR Aug 24 @ 1:28pm 
I retract my statement, I realize it's because it only lets you select genes you DONT have in the device, and I didn't realize that, ~ Once again awesome mod thank you for your hard work! <3
KaroaVR Aug 24 @ 10:37am 
For some reason, my Archite Gene Extraction Vat II can't select a Gene to take out, my Tier 1 can when I enable it, but the Tier 2 shows nothing to select from

I have a Hussar inside the Vat and it works but it won't let me specify, Not sure if this is a mod clash from something else or not
coochieparade Aug 22 @ 6:03pm 
hey amazing mod thank you so much! quick question though do you know if this works with Gene Banks Expanded in terms of does it consider those as "gene banks nearby" since they are different buildings than the vanilla gene bank?
Fralee Aug 10 @ 1:27pm 
are you able to get a compatibility patch so EBSG - Passion Genes can be obtained and targeted?
Dj0z Aug 9 @ 10:51pm 
I love this mod. The only annoying thing is that genes added by Nodes look the same as normal genes in the Assembler, but one is ejectable and the other isn't, so i have to keep clicking until i find the right one, like for sale or to use as building material for another Node.
The rest is amazing especially with all these customizable settings.
Pie Aug 9 @ 10:40pm 
@Mr Nice. Thank you so much! I'd always thought the Gene Nodes were underwhelming and now I realise why - I didn't have them working at all! :) Grateful to both you and Red.
Mr. Nice Aug 8 @ 3:35am 
@Serter8 @MarsRust

Had the same problem, culprit in my case was "[FM] Gene Banks Expanded". Fixed it by moving Gene Extractor Tiers in the mod list to load after Gene Banks Expanded.

Gene Banks Expanded replaces the linkableFacilities of the Gene Assembler, so if you load it after Gene Extractor Tiers, it will undo the facilities added by it
RedMattis  [author] Aug 6 @ 4:47am 
@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 Aug 6 @ 1:47am 
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 Jul 13 @ 2:21am 
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 Jun 25 @ 5:30am 
@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 Jun 23 @ 9:25am 
Seems to be working perfectly now, many thanks for the quick fix :steamthumbsup:
RedMattis  [author] Jun 23 @ 9:20am 
@John
I think I fixed that and forgot to upload the fix. Try redownloading and see if it works now. :)
John Jun 23 @ 9:16am 
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  [author] Jun 23 @ 9:14am 
@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 Jun 22 @ 2:36pm 
Hello! "Insert person" button brings up my colonists but not my prisoners.
mr0wnpie Jun 7 @ 12:22pm 
Anyone else having troubles with the Gene nodes not linking to the gene assembler?
Raptor May 18 @ 1:04pm 
What is the problem with cherry picker? "it is bugged" means what?
莫名某某 May 13 @ 3:08am 
Black Market Gene Nodes A is not a "black market" at all. Can mod Settings be added to remove these buildings? pls. Just as others have said, cherry picker has no available version for 1.5.:steamfacepalm:
RedMattis  [author] May 1 @ 11:49pm 
@thos grol
Oh, I thought that one worked, but I've admittedly not tested it myself.

@Ceron
I'll try to look over the power, etc. next time I work on the mod. :)
thos grol May 1 @ 8:04pm 
Rip, no cherry picker for 1.5 yet. The one that's out is bugged.
thos grol May 1 @ 12:27am 
Your description says(I also think it's more interesting if you can't craft them. Anyways, disabling with cherry picker):

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).
Ceron Apr 10 @ 8:33pm 
If possible, I would suggest making the Overdrive extra power consumption not apply when the vat is empty.
RedMattis  [author] Apr 5 @ 12:02am 
@DonZekane
They are just intended as a way to get a few of the “common” vanilla genes. You may notice they don’t have the most useful genes like “Awful <skill>”

If you don’t like them you can always rely on the Cherry Picker to exclude them.
DonZekane Apr 4 @ 4:38am 
Tbh I can manage with just *not building* the gene nodes, but still, the fact you can do that is an oversight.
DonZekane Apr 4 @ 4:38am 
Why can I craft gene nodes? That completely defeats the purpose of extracting genes from peeps, or buying nodes from towns.
Winter Apr 1 @ 5:16pm 
@RedMattis Thanks for the mod; this makes collecting that one last gene much less of a pain.

Would it be difficult to add the option to automatically eject the pawn in an extractor, once all of their genes have been extracted and stored?
RedMattis  [author] Mar 8 @ 1:41pm 
@G2dP
You can either supply the vat with any food (pawns will deliver it same as with growth vats, etc.).

If you have nutrient pipes from vanilla expanded those also work.
G2dP Mar 4 @ 9:56pm 
I have not build a Vat yet but can someone explain to me how the nutrition works? Like do we have to attach it to a nutrient paste dispenser or can we just use meals? Or something completely different?
RedMattis  [author] Mar 4 @ 12:22pm 
@Silverhear
The VIPER one has a few genes from my Big and Small Genes mod, so without that it is a bit less interesting. (trivia, it gives reputation with the Viper faction from the lamia mod if those are in the game).

I like the idea of having baseliner versions of more relevant genes, but I get the impression most people don't use that feature much.

I do think the "normal body" or whatever it is called overrides furskins.

@Halfman
The minimum should be 0.0. I'll make a note to verify if it works next time I get back to this. :)
Halfman Mar 3 @ 7:27am 
Is it possible to make it so that you can make the chance for multipacks and megapack lower? Right now the lowest you can make them is 10% i believe?
Silverheart Feb 18 @ 11:19am 
My only major piece of feedback would be a request for more baseliner genes, as a way to nullify a lot of the more debilitating negatives or bloated positives. I didn't see anything for UV sensitivity, fire resistance, any of the spews, animal war call, normal immunity, normal wound healing, normal psychic sensitivity, normal movement speed (I concede I never extracted human legs, so if that does this then ignore), mood, temperature, toxin resistance, pain or damage levels, nearsightedness, strong or robust stomach, pollution stimulus, furskin, or any way to simply zero out genetic penalties and aptitudes without adding an offset in either direction.

Admittedly if you scoured the entire game to find a way to zero out each and every conceivable gene, you'd probably be able to make that into a standalone mod, but I figured I'd mention it.
2/2
Silverheart Feb 18 @ 11:19am 
Just did a run with this. Great mod! Really cuts down on the tedium of throwing folks in the gene vat over and over and continually getting the same useless cosmetics spat out. Nutrition penalty definitely seems fair, was at a point in the mid game where two or three of these running concurrently was tipping my food supply into the red. Gene nodes are a great way to round out a lot of the obligatory checklist metabolic genes. Project Viper felt pretty underwhelming by the time I got my hands on it, if only because I already had most of the genes from it anyway.
1/2
Cyber Feb 13 @ 10:58am 
@RedMattis I opened a discussion reporting a bug about being unable to target some genes even though I don't have them. Seems another avid gamer also pinned down the source of the problem. Give that a look over and let me know if I can provide any extra testing or files. I've taken a hiatus from RimWorld, but it never takes much convincing to make me go back lol.
RedMattis  [author] Feb 13 @ 1:46am 
@Rassmond
"HaulToContainer" same as what most supplying jobs use. E.g. Growth Vats.

@Cyber
No worries, I'm not easily offended. :D

Yeah the gene bloat via skin colours, etc. is one of those issues damned if you do, damned if you don't. Some people want them, some people don't.

"otherwise un-targetable gene"? What genes would otherwise be untargetable?
Rassmond Feb 10 @ 4:50am 
what work type nutrition supply is? haul? Already got pawn killed..
Cyber Jan 12 @ 10:28am 
Ah, I didn't realize the baseline genes were technically in the baseline code. Though I guess that's not too surprising because I also manually re-enable the archite resurrection gene in my playthroughs that's just commented out in the XML of the core files. So that's a fair point.

I also hope you don't take offense to the criticism. I think you've done great work on this mod and definitely improved the overall Biotech experience. I actually do like having the different skin color xenogenes. My biggest peeve with the endogene skin colors is just that they're all named "Skin Color". Not game breaking at all, just a bit ugly to look at. Nonetheless, the endogene skin colors are actually helping as a workaround for the issue in the discussion I opened. I'm essentially using the skin color gene as a surrogate, then using dev mode to edit the extracted genepack to the otherwise un-targetable gene, simulating that I selected that gene to begin with.
RedMattis  [author] Jan 12 @ 2:15am 
...Finally, a lot of people do like messing around with cosmetic genes like skin colour. :)

@deadmanreaper13
Probably possible, but it needs art and I'm not great at buildings, as you can see when you compare my old graphics to the new ones drawn by Phaneron down at the bottom.
RedMattis  [author] Jan 12 @ 2:13am 
As for the baseliner genes are in here because a gene-extractor mod is the only way to reasonably obtain baseliner genes otherwise. I'm pretty sure they are set to zero or near-zero genepack spawn-rate as well, so their impact or your games should be minimal. They are again here to fix a vanilla issue, namely that you can't fix Trotter Hands etc. in vanilla without a "baseliner" gene to override the Trotter hands with.

Most of the baseliner genes are actually already in Vanilla Rimworld, Ludeon just didn't add a way to obtain them.

Extracting skin colour is indeed a bit annoying, but at least this mod stops you from getting them 10 times in a row unlike vanilla extractors due to the single-gene-duplication protection built into the mod.
RedMattis  [author] Jan 12 @ 2:13am 
@Cyber
A lot of users aren't aware of dropdowns which is why I'm a bit careful about going too crazy with them.

The gene nodes are a bit of an mini-addon, I guess. But ultimately they just serve to get some common genes which can otherwise become near-impossible to track down when heavily modded.

There is a proper sub-mod with more impactful versions, including genes related to other mods, such as Sarg's Alpha Genes, and a few mods of my own. This one doesn't have anything like that though.
Cyber Jan 11 @ 6:28pm 
Oh also, you clearly know how to create dropdown boxes in the architect tab for your buildings, so I thought I'd point out that your gene extractors could probably be put in a dropdown selector as well, similar to your gene nodes. Would make the UI look a little cleaner.
Cyber Jan 11 @ 6:21pm 
It would be great if we could disable the ability to extract the baseline genes and germline skin colors. Personally, I'm fine with the vanilla genes as they are, and I really don't care for a bunch of different skin tones all named the same "Skin Color".

But honestly, the add-on bits of this mod really feel like they should be separate mods because people see Gene Extractor Tiers and expect just the gene extractor mod (which I love). The rest feels kind of forced on the user, though, including the gene nodes which appear to truly be related to some of the other mods you've created. From one supporter and mod author to another, please consider breaking them into other mods.
deadmanreaper13 Dec 31, 2024 @ 11:02pm 
question, would it be possible to add a combination of gene extractor and holding platform? really bothersome when you capture a ghoul with genes you don't have, but all you can do is study them.
RedMattis  [author] Dec 19, 2024 @ 8:04am 
@kinson523
The vanilla one also produces one genepack per cycle though?

Also, unlike the vanilla one this one won't just give you hussar eyes 8 times instead of good genes like Go-Juice Dependency, Robust or the great shooting genes.

If you think it is too slow you can change it in the mod-settings. Or even enable extracting specific genes on any gene extractor. Up to you. It is a single-player game after all. :)
kinson523 Dec 19, 2024 @ 3:22am 
I am confused, are the extractors supposed to be producing only one genepack per cycle? That's even worse than the vanilla one, is this a bug?
RobinHood192000 Dec 16, 2024 @ 2:00pm 
@RedMattis Hi thanks for the fix, you were correct Gene Banks Expanded has to be first in the load order above Gene Extractor Tiers. It's all working perfectly now! many thanks my friend.
[JdG] Pejman Dec 13, 2024 @ 11:00am 
any plans to add something like the necrogene extractor (a 1.4 mod that didnt get updated, could extract genes from a corpse with a % chance and would destroy the corpse in the process) ?
RedMattis  [author] Dec 12, 2024 @ 2:09pm 
@Snuggy
The contents are secret. And... quite a lot more useful if you have the mod the faction are from. (Big and Small lamias, etc.).

@Robin192000
Gene Banks Expanded. I've gotten mixed reports that it needs to go below or above it or something breaks.Try swapping places between them and report back what worked for you. I'll probably try setting that as the required order.

@Himmel
I need a full log to be able to guess what might be going on in your modlist. Try using Github log publisher or simply upload your log to a place like pastebin.

@하나
Correct, they are basically genebanks with forced content. This does mean they inflate wealth somewhat, though in general non-combat wealth is usually not the main issue unless you're trying to cheese the curve. Pawn, draft-trained animals, and turrets tend to be the main factor of raid size for most colonies.
RobinHood192000 Dec 12, 2024 @ 8:35am 
My Gene nodes do not link to my Gene Assembler. They are completely useless in my game. Probably a mod conflict? But I don't know what mod with. Gene banks expanded? Gene ripper?