边缘世界 RimWorld

边缘世界 RimWorld

Gene Fabrication
131 条留言
Happycam  [作者] 10 月 29 日 上午 1:52 
No problem.
QWETTRE 10 月 28 日 下午 11:48 
Alright, thanks for the response.
Happycam  [作者] 10 月 28 日 下午 9:50 
Not sure how. Sorry. I sort of envisioned this as a late game thing, where most research is done or otherwise of a lesser priority. Best to just manage your time and pawns wisely between both benches.
QWETTRE 10 月 28 日 下午 8:59 
Can you adjust the order of gene manufacturing to prioritize this task over research? Otherwise, I have to manually disable the research bench to make pawns work on gene production.
Pasaway 10 月 9 日 上午 10:58 
@CallMeShadow: Also check out this mod to make tweaks to complexity and what not (if you want a work around).

[FSF] FrozenSnowFox Tweaks
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2893432492
Pasaway 10 月 9 日 上午 10:57 
@CallMeShadow: It isn't exactly what you are looking for, but I find it helpful:
Random's Gene Assistant.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2882497271
CallMeShadow 10 月 4 日 上午 2:13 
(2) Some genes require three capsules in addition to neurotamine. For example, to craft an immortality gene, you need neurotamine and something else. I understand this resource can only be obtained through quests. Is it possible to craft it in a workbench, but using a very expensive formula? Plasteel + crafting components + gold + luciferium?
CallMeShadow 10 月 4 日 上午 2:13 
Hey, buddy! Thanks for the mod.
I bought the DLC with genes, but it turned out that in my nearly 600 hours of playing, I never touched this mechanic because I found it too arcane and complicated.

I have two requests:

(1) The list of genes in this mod isn't very user-friendly. For example, I chose positive genes to make pawns stay awake, have low regeneration, and have strong skin. I can't create this set of genes because the gene difficulty must be less than 6. I have to take negative genes to balance it out. The main problem is that scrolling through the negative genes from the general list is very inconvenient.

Is it possible to separate genes into positive and negative on the workbench?
Happycam  [作者] 10 月 2 日 下午 10:09 
Honestly its been a while since I've touched rimworld and played it, so I don't remember. Whatever you see when loading the mod by itself with no other mods is how it is supposed to look like.
ESCHUFLI 10 月 2 日 上午 10:56 
Are the settings in the settings menu supposed to not show the mutliplier values, or is it a bug? I can scroll and the titles are there, but I can't know the values of the things I am changing
Happycam  [作者] 9 月 19 日 下午 4:48 
From what I gathered, you aren't supposed to craft VRE: Android genes as they do not function the same way for humans, and are supposed to be interacted in a different way. We used to have players be able to craft it but we removed that function upon request.
mëghr 9 月 19 日 上午 10:20 
could you make compability with vre androids? i mean removing all the android genes from gene fabrication bench its really anyoning to make a gene and it shows at the end as a android one which you cant even use
Happycam  [作者] 9 月 9 日 下午 10:17 
Nope. Good question, never even thought about that.
Tone-DEAF 9 月 9 日 下午 8:06 
not sure if this has been asked before, but the dark archite genes from Resplice:Core, do those require different resources or anything?
Happycam  [作者] 9 月 9 日 下午 6:17 
np!
Red 9 月 9 日 下午 3:04 
No problem, I was just confused since it said 0. lol

Thanks for mod it has really made my games more interesting.
Happycam  [作者] 9 月 9 日 下午 2:28 
For balancing, it will always have it require at least 1. Sorry for any confusion.
Red 9 月 9 日 下午 1:24 
Hey so if I reduce the archite capsule requirement to minimum it says x0 in the UI but it won't let me fabricate an archite gene without 1 capsule (which is used up), I tested this in vanilla without any other mods.
Happycam  [作者] 9 月 6 日 下午 8:39 
Think its crafting, it is a workbench after all.
Sardaukar 9 月 6 日 上午 11:19 
What type of work is gene crafting? Low priority research?
Happycam  [作者] 8 月 20 日 下午 10:10 
Only post mod related issues in the Bug Reports discussion tab, not the comment section. Also no we will not be looking into fixing a few vague compatibility error logs on your 400+ mod list.
Happycam  [作者] 8 月 17 日 下午 6:00 
Currently we have no plans to add more content to the mod. Also you should be able to craft all genes that can be found as a gene pack.
Quilava 8 月 17 日 上午 1:59 
I think bro just want to know if these gene we crafted can be use for extract/apply for other pawn or not, in this case, yes you can, at least for me with genes extract mod

Also, could you add like a number or % for the mod option slider? It would help my OCD to make everything perfectly line up :cta_emo6:
Warner 8 月 17 日 上午 1:04 
Oldman appears confused about the difference between xeno genes and endo genes.

Endogenes

Think of these as “core genes.”

They’re inherited from birth and are permanent parts of a pawn’s DNA.

You can’t remove them with a gene extractor or implant. They define the pawn’s baseline identity (e.g., skin color, body type, archite-endogenes if they’re xenohumans).

Example: If someone’s born a furry xenohuman with a tail, that tail gene is an endogene.

Xenogenes

These are “aftermarket mods.”

Added later through gene implantation or genetic tinkering.

They can be extracted, transferred, and removed. Basically plug-and-play upgrades or curses.

Example: You slap a fire-breathing gene into a colonist—that’s a xenogene. If you don’t like it later, you can strip it out.
Happycam  [作者] 8 月 16 日 下午 3:26 
I'm fairly certain you can craft any gene, but I'm a bit confused about the question at hand. Elaborate?
Oldman 8 月 16 日 上午 11:10 
Can the crafted genes be used to create endo genes or is everything applied a xeno gene?
Quilava 8 月 15 日 下午 9:16 
It just a bit inconvenience, but it still work, there are no need for apology, thank you for let me know :steamthumbsup::cool_seagull:
Happycam  [作者] 8 月 15 日 下午 1:26 
As per the Nice Bill Tab mod's desc, they are compatible with all mods that don't alter the bills tab, which sadly is the case here. Our mod uses a custom bills tab, thus is incompatibility. It might be best to see if they would be open to making a patch for our mod, as we are unfamiliar with their mod, and we do not have much time or energy making a compat patch ourselves atm. Sorry for the inconvenience!
Quilava 8 月 15 日 上午 9:05 
I found this mod conflict some what with the mod "Nice Bill Tab", you can still make stuff by turning the nice bill off then turn back on when done, nothing game breaking tbh, but hope you can find a way to make it compatible
Happycam  [作者] 8 月 8 日 上午 12:00 
It should be in the new update.
tinybite 8 月 7 日 下午 11:45 
i think room type should be laboratory, like other gene buildings
Happycam  [作者] 8 月 6 日 下午 3:38 
Mod has been updated the past few days, please check the Change Notes section for details!
RaTheWitcher 8 月 6 日 上午 2:53 
Hello. Im playing in 1.5 and the gene fabrication bench has no unique ui and no bills. I've added this mod mid save. Please help
HavenOnline 8 月 4 日 上午 7:02 
@theothersteve7 Fart
Happycam  [作者] 8 月 3 日 下午 9:21 
Please submit bug reports in our discussion tab, but we have noticed a similar bug so thx for the heads up.
theothersteve7 8 月 3 日 下午 8:40 
There's something broken with the search function. If I search "Fort" or "fort", the fortified body gene from Big and small doesn't show up. However, if I search "ortified" it shows up fine. There are a few other genes like this; it appears to affect maybe one in ten or twenty searches that I do; Nanite Capacitor genes do the same thing (they show up when I search "apacitor").

Really weird bug to be honest. I have no idea what could be causing it.
HavenOnline 7 月 27 日 上午 8:06 
gooood boyyyyyy
Happycam  [作者] 7 月 25 日 下午 6:18 
Good Idea! I'll have that added when doing the next bug fix update.
Heroman3003 7 月 25 日 下午 5:53 
Small proposal for 1.6: Make the bench benefit from being in laboratory rather than workshop, since that's where all genetics buildings normally go
Happycam  [作者] 7 月 16 日 下午 3:33 
@ruincrez Ye I plan to fix the research tabs on all my mods since they look like they moved.

@wardogg Please send bug reports in the bug report discussion tab. I'll see thou if I can replicate this issue on my end and work from there.
wardogg 7 月 16 日 上午 9:32 
Quick question, i can't find celestial gene from the celestial mod, am i doing something wrong?
ruincrez 7 月 11 日 上午 10:22 
The tech's location in techtree seems go wrong after odyssey update.
Happycam  [作者] 7 月 10 日 上午 12:50 
1.6 Update released. 2 bug fixes will be released later.
Happycam  [作者] 6 月 29 日 下午 3:52 
Thanks!
FubarXS 6 月 29 日 上午 7:45 
@Happycam Thank you for your amazing work. Im already excited when I will start playing 1.6 with DLC. :steamhappy:
Happycam  [作者] 6 月 26 日 下午 6:50 
Not familiar with that mod or this issue, might be a compatibility issue on their end. The workbench should function similarly to any other workbench.
Awrawra 6 月 26 日 下午 4:29 
Ah, I think it's related with Research Whatever. Since they don't stop any moment without active research, they never do the task, even if I try to prioritize at work tab.
Awrawra 6 月 26 日 下午 1:00 
Hi. I have a strange behavior. My colonists don't start the making genes by themselves. I have to force them to make it, but every time they stop and go back to research. Is this a known issue?
Happycam  [作者] 6 月 22 日 下午 10:38 
Update work completed, but will be released upon the 1.6 official release.
FubarXS 6 月 22 日 下午 9:29 
1.6 update ?