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https://gist.github.com/HugsLibRecordKeeper/c535ef5212d71b42dacc76135a809816
Yeah, I need to look over that code when I've got the time. I'm pretty sure it worked before with reinstallation not spawning extra loot.
@Halloween
I'd suggest ejecting genepacks you want to build with and then ordering the construction of the gene node while they are on the ground. This should reserve the genes so pawns don't haul them into storage.
Iirc. that is what I usually do.
Huh. Well that certainly isn't intended. I'll have to look into that later.
And other gives a reputation boost with a certain sketchy faction (if included)
Iirc. it is mostly a few of the better colours from vanilla. I think I might have added some B&S and AG colour genes.
Overall the gene nodes are intended as thematically coherent template packages rather than being complete gene archives. :)
I've added the range indicators so it should show the ranges. The distance is fairly generous.
I have seen reports that some users don't see the genes in the assembler though, which I'd wager is due to a mod overwriting my patches. If you figure out which mod it is then please notify me so I can see if it is fixable from my end.
@Romno
Hm... Maybe. I was a bit worried that would trivialize stuff a bit since they are very powerful. Also
a lot of them are obtainable from Genies and Hussars which are fairly common in vanilla.
I might add them in, but I think I'll spread them out among the other gene nodes instead of giving them all in one or two nodes, if so.
It should work to craft it using any vanilla genepack.
Perhaps you're trying to use Alpha Gene's Mixedpacks or Alphapacks? Due to the way the XML works I can't really set it to use those since they have a different ThingDef.