RimWorld

RimWorld

Better Gene Processor UI
30 Comments
tomble  [author] 25 Sep @ 10:24pm 
Thanks for your patience, I've released a new version with some changes. Please let me know if something's wrong.

TL;DR:

- Added before/after trait change previews.

- Added a 'Reassemble' button to the existing xenogerm section.

- Made the existing xenogerm sections' genes full brightness if they're in the selected set and not overridden.

- Some changes under the bonnet to create better parity with how the default dialog computes stats and gene conflicts.


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Regarding some issues with the metabolic efficiency, I'm aware of this and it's not my fault, honest! It's a bug in the vanilla Rimworld code concerning how 'random selection' genes that have metabolic efficiency stats are handled (eg. "Hyper aggressive' vs 'Aggressive' vs 'Kind', 'Furry tail' vs 'Smooth tail', etc.). I'll raise with the Rimworld team.
tomble  [author] 24 Sep @ 4:05pm 
@EAST interesting catch - I was scratching my head until I realised this is actually a bug in the game itself! The base rimworld code to determine if a gene is overridden or not is bugged in this case. Still, in my travels I noticed a couple of other issues that I'll address.
EAST 14 Sep @ 1:25pm 
https://i.ibb.co/1tggjWFP/gene-cal-bug.jpg
I found a miscalculation in the mod. Metabloic efficiency should be -1.
It works fine when there is one Archite, but it seems to have problems when there are two.
bscheshir 10 Sep @ 3:19pm 
Great update!
For the full picture, it's missing a preview of trait changes - and it will be perfect!
月空 7 Sep @ 12:42pm 
It's strange, there are calculation errors for Kiiro Race
Gabe Knight 3 Sep @ 12:02pm 
What could be cool, would be to have discrete traits of the selected pawn, like on the left of the Skill changes preview panel; IE: I want to inject Low Study to a Slave but I'm wondering if he has Too Smart/Fast Learner, that'd mitigate the gene.
Thanks!
Gabe Knight 3 Sep @ 11:25am 
EDIT: it does! Freaking awesome. Thanks!
Gabe Knight 3 Sep @ 11:01am 
Hello! Thank you. Looks wonderful.
Simple question and I can't find the answer on the photos: can you see what the metabolic efficiency will be when APPLIED to a specific pawn?
IE: xenogerm A has metabolic efficiency +5/50% hunger rate but when applied to pawn X it'll be +2/20%

That is what gives me headache lol

Thanks
hazelsteacup 3 Sep @ 10:44am 
> - Added skills before and after preview

omg I saw this on Francis John's YT video and was like whaat why don't I have it! Force-updated and very happy.
tomble  [author] 29 Aug @ 2:42am 
You're welcome, I'm benefiting from it too!
Talie 29 Aug @ 2:02am 
Amazing and such efficient work @tomble, tysm! This has now become a stable quality of life mod, simple,efficient while solves so much headache
tomble  [author] 28 Aug @ 3:29pm 
- Fixed ghouls not appearing in the selection menu
- Added xenotype, prisoner, slave, ghoul icons to selection menu

Thanks for the suggestion around making the filters clearer. It's something I'd like to do too. The inclusive/exclusive stuff is a bit of a mind screw.
+rep sexy penis 28 Aug @ 2:07pm 
Amazing new additions tomble, you're doing God's work! A suggestion could be to make it more clear which genes are affected/categorised under each filter (maybe display on hover?), but honestly it's already MUCH nicer to handle genes in large colonies!
Talie 28 Aug @ 3:13am 
The select target does not allow your ghouls to be selected. Would you mind look into this. Ty for your hardwork. This is a great mod.
tomble  [author] 27 Aug @ 3:51am 
Found some time to flesh this out a bit more :)
- Added skills before and after preview
- Added gene category filters and some other useful filters, feel free to make suggestions
- Made all new sections collapsible
tomble  [author] 25 Aug @ 10:30pm 
@恰似宛然一笑生花 Thanks :). If you send me the keys file I can add it to this one if you like.
Talie 24 Aug @ 11:38pm 
great mod! exactly what ive been looking for, thank u! takes away the pain with various xenotype pawns u try to implant
恰似宛然一笑生花 21 Aug @ 11:04pm 
Hello tomble, that's an interesting mod. So I created a mod "Better Gene Processor UI_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
suicide princess 21 Aug @ 1:47am 
you are my personal jesus christ, bro
CrazyBlot 20 Aug @ 12:02pm 
@tomble i imagine new UX for copy genes FROM existing Xenogene chains into new combination. Perhaps make xenogenes clickable in UI? And then after click add xenopack if we have no indefiniteness (sorry for Eng :) ) and filter genepacks if we have (via filter filed).
tomble  [author] 18 Aug @ 11:43pm 
@VitaKaninen On balance, this mod currently does a little less than MGI - there's no filtering functionality at present. However, my mod does a couple things better:
- it shows the metabolic modifiers of endogenes that have them
- it shows the existing xenotype genes (if present), for reference

Once work quietens down, I plan to add more features, the biggest being the ability to view a pawn's stats/passions/traits etc, which MGI presently does not appear to do. I also plan to add filtering which would close the gap.
tomble  [author] 18 Aug @ 11:38pm 
Thanks for the kind words. @CrazyBlot I'll add that to the list :). I'll need to come up with an algorithm that takes a list of singular genes and a list of genepacks (which contain 1-4 genes) and tries to tetris them together into a target list. Sounds fun
CrazyBlot 18 Aug @ 12:02pm 
@tomble thanks a lot for this almost perfect mod. Managing gene's chains become much ease with your mod. i play a weak with it and want to suggest small (and perhaps ease to implement improvement).
- If you add "Copy chain" button to Existing xenogenes block (somewhere in block's title?) and ->
- Copiing will place all existing xenogenes to "selected genopacks" part of UI (for edit of course)
- If some genes are imposible to be recombined (missing in genebank) we can skip them
I suppose that every player in Biotech go throiugh several upgrades of chains during gather new genes. And this function seems to be very usefull.
VitaKaninen 16 Aug @ 1:00pm 
Can you tell me if this adds more features not available in More Gene Information?
stups 16 Aug @ 10:00am 
That looks amazing.

Another feature that would be great if we could see on hover the pawn's bio tab with skills and traits.
tomble  [author] 16 Aug @ 3:34am 
Fixed a bug where selecting an existing endogene erroneously applied the metabolic stat change.
Morgreth 15 Aug @ 4:28pm 
Bless you, your ancestors and descendants! Been looking for a mod like this for sooo long!
tomble  [author] 15 Aug @ 4:55am 
Not rigorously! Please report any issues you might find and I'll check them out
Pie 15 Aug @ 1:54am 
Looks really cool. Have you tested it with the other mods that change that window? Like Gene Assistant, etc?
tomble  [author] 14 Aug @ 7:18pm 
Full disclosure, my low-effort preview image uses AI generated elements.