RimWorld

RimWorld

Random's Gene Assistant
189 Comments
Saph 15 hours ago 
Same problem as Daemonjax, only in 1.6 - randomly starts spamming error log with all needs - "error while determining if pawn should have need".
I_is_Zed 4 Oct @ 1:11am 
Similar issue to some earlier comments, doesn't seem to work with Multifloors, likely something about them being seperate maps. Just gonna have to put my gene lab on the ground floor for now. Excellent mod btw, extremely handy
Daemonjax 25 Sep @ 10:29am 
In 1.4, this seems to cause errors in the player.log for every pawn: "Error while determining if Plake should have Need Chemical_Alcohol: System.NullReferenceException: Object reference not set to an instance of an object
kamikadza13 22 Sep @ 1:30am 
Hey! Could you add a Keyed for translation, please?
I like this mod, but I can't translate it.
Öffentliches Ärgernis 10 Sep @ 10:01am 
Also, the mod shows every gene 3 times in the gene library...
Öffentliches Ärgernis 10 Sep @ 10:00am 
Would it be possible to add support for Gendered Genes 2 ? If a pawn has a gendered variant it is always shown as red, although you can choose the gendered version in the gene lab.
lowercase_donkey 6 Sep @ 11:27pm 
Is it possible for this to highlight pawns at the gene extractor that have genes I need?
nex 3 Sep @ 2:46am 
i can confirm what Hykal said. i recently built a genelab in a stockpile and no colors :(
Dystonia 26 Aug @ 9:58pm 
Top stuff. It does work underground btw.
Hykal 25 Aug @ 7:24am 
BTW, the mod doesn't work if gene banks are underground like a bug hole! You should check that!
Arinthian 16 Aug @ 9:47pm 
Please update! This was sooo nice to have.
10 Aug @ 12:04am 
I haven't added any other mods,It doesn't work
9 Aug @ 11:49pm 
dont work
Kaedys 6 Aug @ 12:22pm 
Last I knew, that's intentional. It prevents the massive slew of genes being in the list, both drastically slowing down game performance when loading and scrolling the trade list (the game is REALLY badly optimized for large trade lists), and avoiding accidentally selling genes you want to keep. IMO, it's actually a very strong benefit. Generally when a trader shows up, I just pause, go to my banks, click the "eject duplicates" and possibly "eject cosmetics" buttons, eject any others that I've specifically been meaning to sell, and now I can sell literally every single gene that shows up in the trade list because only the ones I ejected for selling show up. No sorting through the list of genes for that specific one I wanted to sell, or ones that have more than 1 listed.
Stumblefoot 6 Aug @ 8:37am 
I am not able to sell genes from gene banks to an orbital trader with this mod activated, i disabled ALL other mods and still no luck

I tried adding in the "Not Only GeneBank in Orbit Trade" and that didn't fix anything
Speshkitty 30 Jul @ 3:09am 
Is it possible to add support for the gene nodes in Gene Extractor Tiers ?
Arlington 27 Jul @ 5:48am 
this doesint work very well with prisoners
Mr. F 25 Jul @ 11:26am 
Does this mod support Alpha Genes?
Nanao-kun 24 Jul @ 12:10am 
Forgot to mention that it works properly in space because the astrogene is active.
Nanao-kun 24 Jul @ 12:09am 
Small incompatibility with Vanilla Expanded's Starjack I think. If someone has an astrogene, the gene UI doesn't show any colors (as in whether I have the gene or not).
溯昔言 22 Jul @ 3:10am 
@gOnezZle Could you please explain it in more detail?
溯昔言 22 Jul @ 2:59am 
same Chemical_Alcohol
Seanbeag 19 Jul @ 7:26am 
@gOnezZle Thanks for that. Never would have made that connection.
gOnezZle 13 Jul @ 9:59am 
kurihiro0223: I had the same error spam on load (on 1.6), with only Character Editor (+harmony) and this mod loaded. I managed to track it down to the bodysize genes from Character Editor. Disabling those in the mod settings seems to have stopped the error messages.
R4nD0mI3z 13 Jul @ 9:54am 
Hi, I am experiencing same issue as kurihiro0223
There is an error spam for each pawn (both on map and world pawns) whenever game is loaded. Removing this mod fixes issue.
Logs: https://gist.github.com/HugsLibRecordKeeper/c37734371ea8a66afbb564baa82d6a7f
Starts at line 2557
-RedTrainer 11 Jul @ 11:25pm 
Hello @RandomCoughdrop !
i was wondering if its possible to make an integration with "Gene Fabrication" mod so it would craft missing genes automatically.
TheyKeepOnRising 9 Jul @ 3:49pm 
Thank you for updating to 1.6! This mod is one of my "most have" mods. Without this mod, managing genes is a ridiculous chore.
kurihiro0223 8 Jul @ 10:15pm 
Sorry, I've added too many mods and can't find a clear cause, but it seems to conflict with other mods and causes an "Error while determining if (name) should have Need Chemical_Alcohol: System. NullReferenceException" error seems to appear for all characters at the time of loading the save data.
A recent update has started causing the error, the game version is 1.5.
雪融画 8 Jul @ 12:31am 
thank you for updating the 1.6 version
RojoMuerte 6 Jul @ 2:34pm 
:)
Hykal 6 Jul @ 8:46am 
Thank you, boss. You're the best.
RandomCoughdrop  [author] 6 Jul @ 8:39am 
The update for 1.6 is out!
Please let me know if there are any bugs. I was unable to fully test the compatibility with the other mods that have not yet updated.
Evono 5 Jul @ 5:19pm 
is 1.6 planned please?
Vocandin 3 Jul @ 3:33am 
Looking forward to 1.6 update!
NoKanza 29 Jun @ 4:02pm 
1.6 pls
Hykal 23 Jun @ 3:21am 
Looking forward to 1.6!
Sudo Modding 20 Jun @ 3:50pm 
I was doing the exact same thing in a txt file, thanks a TON for this mod
iF 8 Apr @ 7:57am 
This might not be related to the mod, but I’d like to ask - is it possible to produce multiple xenogerms at once? I have too many prisoners to modify, and manually crafting them hundreds of times is really exhausting.
Raika 2 Apr @ 4:06am 
A fix for Multi-floor mod would be extra , since my lab is underground I don't get the color to see which gene I already have
你看我迪奥不 27 Mar @ 5:44pm 
I found that it is not displayed on different maps, which means that it can only be used on the current map
Sane Boi Caligula 24 Mar @ 7:08pm 
Nevermind, this issue is its not working at all, i gotta look into this
Sane Boi Caligula 24 Mar @ 3:54pm 
I love this mod, but it doesn't seem to work with ReSplice: Core, tho I have seen it work with other modded genebanks in other playthroughts, anybody else get this bug?
SumanDark 18 Mar @ 3:41pm 
Must have mod, ty!
XGGJI1 9 Feb @ 10:13pm 
Friends, I just found out as well that there exists a mod option called [ Sell from genebanks ] that fulfills the need I commented about earlier. My bad:steamfacepalm:
Rovstam 5 Feb @ 5:10am 
Kaedys is 100% absolutely right.
G-Fiti 20 Jan @ 1:12am 
Does it work across multiple maps? Say if I have two settlements, and I keep some genes here and some genes there. I would like to see that I collected all of them, does the mod do this?
lukimuki 27 Dec, 2024 @ 11:17am 
same as XGGJI1 +1
Kaedys 15 Nov, 2024 @ 4:45pm 
Being a config would possibly make sense. But personally, I prefer it with them hidden. It avoids me accidentally selling genes I wanted to keep. I just use the "eject duplicates" button, and then go through and eject cosmetic genes I don't care about, and then I know I can sell every single gene that shows up in the trade interface, but any of them I want to keep are still in the banks and not visible. It avoids me having to hunt through the giant list of genes in the trade interface every time, which can get really bad when you have multi-gene packs in the mix as well. And the trade list is very poorly optimized and lags like crazy once the trade list gets too long.
XGGJI1 14 Nov, 2024 @ 11:29pm 
Great mod, but may I ask why you hide genepacks in gene banks from the trade menu UI in update 1.7?
When selling genepacks to the tradeship, player needs to eject them from the genebank.
Is it possible to make this an option in the mod settings?
星宫萤雪 3 Nov, 2024 @ 10:40pm 
May I ask if this mod supports translation? I would like to translate this mod into Chinese.