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Gene Extractor Tiers
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Mod, 1.4, 1.5
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10.976 MB
2023 年 8 月 7 日 上午 6:42
8 月 23 日 下午 1:19
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Gene Extractor Tiers

在 RedMattis 的 1 个合集中
Red's Workshop Mods
33 件物品
描述
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.

You can change whether all extractors can target specific genes, or just the AI-Core version.

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.

More Gene Nodes

"Tired of hunting down exotic traders to find they are selling genes for orange skin, pig tails, and a weapon affinity for... Conversion Staff? We've got a prefect solution tailored for you!" - recoding found in abandoned VIPER lab

This addon mod adds significantly more gene nodes with pre-set collections of genes to use in your gene assembler. Unlike the ones from this mod the addon mod it does actually contain some of the really rare and useful genes. The cost for those can as you'd expect be quite steep.

https://steamproxy.net/sharedfiles/filedetails/?id=3264344552

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
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热门讨论 查看全部(5)
4
2023 年 11 月 24 日 上午 6:35
genes missing graphics
Deleted Profile
1
7 月 31 日 上午 10:08
Nearby gene banks
Müslibär
0
6 月 5 日 下午 3:06
Adding notification?
Driver-GT
278 条留言
RedMattis  [作者] 10 月 8 日 上午 9:09 
@페페킹
I think I added the the overdrive and targeting of genes in 1.5. If the buttons are just missing it is probably because the 1.4 version predates adding that.
페페킹 10 月 8 日 上午 7:39 
This mode does not apply properly in version 1.4. There is no error message, but I cannot select the genes to extract or set the overdrive settings. Thank you for making the mod, but can you please check it out?
Electriq 10 月 4 日 下午 9:49 
This mod is a must have, thank you! A question: I wonder if it'd be possible to add an option to get every single gene extracted from a person in one go, instead of it being only one of the packs?
BrenTenkage 10 月 1 日 上午 8:20 
ah I see, don't have the mod, thanks for getting back to me Red, Ok time to add that in
krzarb 10 月 1 日 上午 2:47 
Yes the vanilla gene extractor will give an alert in the top left corner whenever a gene has finished extracting. It says something like “gene extraction completed for ‘pawn name’. Extracted: ‘gene name’” from my own gameplay perspective it helps when using the targeted gene mechanic to know when gene extractions have completed so you can choose the next target. An alert would make this a lot easier. I suppose just in general it gives you a better idea of what has been extracted before one of your pawns stuffs the gene pack in a gene bank.
RedMattis  [作者] 10 月 1 日 上午 1:17 
@Axelfox
It checks in stuff on the map that inherits from the geneholder iirc. The genebank mods I've tested have worked fine with it. I don't think I made it count random stockpile though, so make sure you store them properly.

@krzarb
Thanks.

You mean all the genes? I guess I could do that. I'll add it to my todo.

@BrenTenkage
If placed reasonably close (and without blocking walls) to the gene assembler it should just add the genes to the assembler. Without the associated (Lamia/Naga) mod it just gives some combat genes though. If you have a lot of genes they might be easy to miss.
BrenTenkage 10 月 1 日 上午 12:55 
made the node with the custom xenotype viper, how do I access it? its not in my templants? Do I need another mod for this to work?
krzarb 9 月 18 日 上午 12:15 
Hi, would it be possible to add an alert to this mod for when genes have finished extracting? Cheers for making this excellent mod too :)
Axelfox 9 月 6 日 上午 4:39 
Hi,

How does this part of the extraction work?

"preferring genes you don't have singles of (a gene pack with that gene and nothing else)."

There are different mods out there with storage options for genes, would those count?

For example:
Gene Banks Expanded - Gene Bank
Medieval Gene Assembler - Soul Altar

does it have to be near the extractor? or it just checks map wide, wherever they are.

Thanks!
Neeneko 8 月 28 日 下午 5:27 
@RedMattis : yep, there are the extractable xenogerms. I guess what I am picturing is something to bridge genepacks and xenogerms so that full xenotypes could become part of the gene assembler process.