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A version? No.
Integration? Yes, planned.
HAR allows me to do more exciting things with Crystalloids rather than just making them a xenotype, and uprooting everything made before to utilize genes instead would of required so so so many changes.
I've previously made a bunch of genes and functionality for biotech for Crystalloids when Biotech came out, but it never came to be in a state that I really wanted. Some level of this still exists in the old code for 1.4.
HAR's compatibility with genes have gotten better since I last developed the mod, and I plan to still use HAR. I plan to come back to making xenotypes for Crystalloids (Shifting valkyries and maybe the Ekkrian Crystalloids to them, possibly new ones too!), as well as 'baseline' genes that you can take and use for editing.
Just to name a couple of the changes coming to the mod, its probably about ~15% ready as it stands:
Complete lore changes across the board...
Crysteel made objects ('Stuffable' buildings and items) will slowly regenerate now and will fit a different niche than the one Bioferrite kinda took over.
Psionic weapons are now -> Psibolt weapons that fire psychically contained plasma. They also deal more damage if a pawn has psychic sensitivity over 100%!
Currently working on a 'portal' feature that will send your pawns to extra-dimensional POIs for progression loot. Think dungeons.