RimWorld
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Better Gene Processor UI
   
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Mod, 1.4, 1.5, 1.6
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14 aug om 3:07
25 sep om 22:14
6 wijzigingsnotities (weergeven)

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Better Gene Processor UI

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Sick of constantly closing the Gene processor UI to check what genes your colonist currently has? 🧬👀

Tired of performing basic mental math ➕🧠 to try and figure out what final metabolic value to work towards?

Annoyed at how many times you produce a xenogerm only to be unable to implant it because you messed up and it'll make them too savagely hungry? 🍖😩

I got sick of having to constantly close the gene processor to go back to refer to what a pawn's all about and losing my progress. So, here's a mod that allows you to select a pawn on the map to compare genes against when creating a xenogerm at a gene processor.

📊 Shows the current traits, skill levels and passions of the colonist, and what they'd become with the currently selected genepacks

🧬 Shows any existing germline genes the colonist has, including their metabolic efficiency costs, and greys out any that will be overridden

🧪 Shows any existing xenogenes, just for reference, with a handy button to try and recreated the xenogerm from your banked genes

🔍 Filters for gene categories and some common use cases

📊 Includes non-overridden germline genes when computing the overall metabolic efficiency

👁️ Visual reference only; doesn't actually change the xenogerm creation process at all

🏕️ Can select from colonists and prisoners


If you have any suggestions please share!

KNOWN ISSUE:
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.


This my first mod. Be gentle. :)
Populaire discussies Alles weergeven (2)
2
4 nov om 5:51
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tomble
1
25 sep om 22:15
Suggestion: Saved templates remember their intended target
Rovstam
31 opmerkingen
Yoann 12 okt om 8:02 
I get a warning message from this mod: "Type SkillsPreviewUI probably needs a StaticConstructorOnStartup attribute, because it has a field PassionMinorIcon of type Texture2D. All assets must be loaded in the main thread."
https://gist.github.com/HugsLibRecordKeeper/5a8ed9debad061affed042b3fe60b787
tomble  [auteur] 25 sep om 22:24 
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.


---

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  [auteur] 24 sep om 16:05 
@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 om 13:25 
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 om 15:19 
Great update!
For the full picture, it's missing a preview of trait changes - and it will be perfect!
月空 7 sep om 12:42 
It's strange, there are calculation errors for Kiiro Race
Gabe Knight 3 sep om 12:02 
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 om 11:25 
EDIT: it does! Freaking awesome. Thanks!
Gabe Knight 3 sep om 11:01 
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 om 10:44 
> - 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.