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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.
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.
For the full picture, it's missing a preview of trait changes - and it will be perfect!
Thanks!
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
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.
- 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.
- 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
- 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.
- 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.
Another feature that would be great if we could see on hover the pawn's bio tab with skills and traits.