RimWorld

RimWorld

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Gene Extractor Tiers
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Mod, 1.4, 1.5
File Size
Posted
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5.371 MB
7 Aug, 2023 @ 6:42am
13 Jul @ 4:05am
44 Change Notes ( view )
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Gene Extractor Tiers

In 1 collection by RedMattis
Red's Workshop Mods
27 items
Description
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.

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.


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]
Popular Discussions View All (5)
4
24 Nov, 2023 @ 6:35am
genes missing graphics
Deleted Profile
0
26 Jun @ 5:55am
Nearby gene banks
Müslibär
0
5 Jun @ 3:06pm
Adding notification?
Driver-GT
241 Comments
Grey 23 Jun @ 1:50pm 
Would be awesome to have option for larger extractor cosmetic-wise, even medium-sized creatures barely fitts in with horns and wings clipping
RedMattis  [author] 22 Jun @ 2:14am 
@tyranny12
Well, the lack of placement links is because I hadn't included the `PlaceWorker_ShowFacilitiesConnections`, I've fixed that now, but I doubt that was the issue.

Again, I'd suggest trying without other mods and seeing if you still get the issue. If not, try re-adding mods until you know where it breaks.

It works in my 200+ mod test-list, so there isn't much I can do from my end.

Chances are it is some other mod either patching the vanilla XML too aggressively, or using harmony transpilers in a way that breaks mine. Without knowing what specific mod it is there isn't much I can do from my end.
tyranny12 21 Jun @ 2:14pm 
(By very limited success, it was reported to work for one person, a few weeks ago).
tyranny12 21 Jun @ 2:13pm 
@RedMattis - it's not just Robin192000, it's many of us. There are no errors in the log, the node build fine but there is no linking line connecting them to the gene processor (should there be?), and changing the location of Gene Extractor Tiers has in load order has very limited success.
RedMattis  [author] 18 Jun @ 3:26pm 
@Robin192000
That should indeed work, and they should just show up as if they were genebanks.

Can you check if you get errors, and if the issue occurs on you computer without other mods?

It could be some mod conflict.
Robin192000 18 Jun @ 2:55pm 
Sorry if I am being dumb here, but how do the gene nodes work exactly? I assumed you build them around the gene assembler? Then the genes that correspond to the node shows up in the assembler's gene library?

If this is case, it is not working for me. None of the nodes genes appear in the library. Am I missing something? Have I got it wrong?
Tia 17 Jun @ 6:05am 
Thank you Red.
Made a test pawn has three different "Carry to Gene Extractor Vat" work types. One per tier added in this mod judging by the dev option to Show Float Menu Work Type.

Using "DEV: Allow mech undrafted orders" allows a lifter to be right clicked on the vat and have it stuff a pawn in. And in the 'Work Activites' attribute on the Lifter, it lists Hauling, Hauling urgently and Hauling urgently, and all three Carry to Gene Extraction Vats are listed in the full detailed list. Turned off Allow Tool to see if it was somehow messed up from the two Hauling Urgently... still nope. Weird.
I'll just leave my Lifters with the DEV option on and forget I have it outside of this. Odd though. Might try to do some testing after this colony ends.
RedMattis  [author] 16 Jun @ 7:43am 
@Tia
It should be a hauling job. It uses pretty much the same code as growth vats and vanilla gene extractors, iirc.
Tia 16 Jun @ 6:33am 
What errand type is putting people in it? I'm playing a reclusive mechanist and they no longer do hauling, but the lifters aren't doing it ether.
RedMattis  [author] 9 Jun @ 2:32pm 
@totalledcord
Yes, and that goes for all my mods.