RimWorld

RimWorld

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Compact Gene Banks/Processors
   
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Mod, 1.5, 1.6
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305.675 KB
18 Apr @ 7:52am
11 Jul @ 3:01pm
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Compact Gene Banks/Processors

Description
Adds four buildings
1- Compact Gene Bank (16+ Gene slots)
2- Compact Gene Processor (4+ Complexity)
3- Archotech Compact Gene Bank (48+ Gene slots)
4- Archotech Compact Gene Processor (12+ Complexity)

This mod was designed for Miniature colonies who want to save some space, i also believe this somewhat helps with TPS since there are less building to worry about.

If you have any tips or suggestion about balancing or the art or errors Or maybe even help me make a logical excuse for this mod! then feel free to drop it in the comments!

If you want the GeneBank to be capable of trading with orbtial traders then download this patch:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3465476199
18 Comments
Yaru 7 Oct @ 11:44am 
So you can come up with something like this:
- compact/advanced: craft
- glitterworld: traders
- archotech: quests
No need to create anything more powerful than your current archo ones, they are indeed already busted. Just make it hard to obtain, while providing some compromise craftable "better-than-vanilla" options (actually current compact ones are already very strong...)
Yaru 7 Oct @ 11:44am 
You might want to move your existing Archotech items to the same place where it is available in vanilla (like Vanometric): quest rewards. And/or like archotech bionics: rare trade. And make intermediate craftable version (better and more expensive than Compact, worse than Archo) and call it like Advanced ones. Or just rename compact to advanced (or keep "compact", up to you) and balance the numbers (now it needs less space and provides more slots/comp - very strong). E.g., 16 slots vs 4 vanilla = x4, 4 comp vs 2 vanilla = x2. Finally, Glitterworld/Glittertech could be potentially created by humans lorewise (like glitter meds), but in vanilla such tech is not available for colonists.
-RedTrainer  [author] 7 Oct @ 4:47am 
@Yaru you suggest i make another level? i like your idea Despite the fact this stuff is already busted, lol.
Though... lore wise, i dont know how implement this without it sounding absurd...
Random event where a "Mechanoid" ship suddenly falls on the colony and just so happens to have such technology?
Yaru 6 Oct @ 10:32am 
This mod is useful in terms of gameplay, but terribly violates Rimworld official lore. No human can create Archotech items, no matter what, it is not possible by definition. Personally, I would like it so much more if it would be just "advanced" or "glitterworld" in extremis. And Archotech ones should be only accessible from trade.
Neutex 18 Sep @ 2:24pm 
For some reason the gene processors don't connect to the assembler
-RedTrainer  [author] 1 Aug @ 12:41pm 
ow goodness... glad such mod existed! thanks @团长团子团 ! i will add this as an optional patch later.
团长团子团 1 Aug @ 2:44am 
Thank you, I just found a compatibility patch for this: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3465476199
-RedTrainer  [author] 31 Jul @ 5:15am 
Sorry @团长团子团, i couldn't find the reason why genes stored in compact genebank are not being recognised by traders.

alternative cheesy way is.... Eject what you want to sell from the gene bank, either opening it from the GeneBank menu it self or from the Gene Assembler.
-RedTrainer  [author] 31 Jul @ 2:51am 
@团长团子团 Oh dear...looks like 1.6 fucked it up, pretty sure it was okay, i will see about it soon :D
团长团子团 30 Jul @ 12:09pm 
Genes in compact genepacks cannot be traded with orbital traders.