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报告翻译问题
I do not know how to speak French, unfortunately.
If someone who understands French is willing to translate the mod, I'd be glad to add the translation to the mod itself, though I'd recommend them making a separate translation mod like this one for Russian and I will feature a link to the translation mod in this page.
I don't like that those mods try to "disable" a need by manually refilling the needs periodically... IMO that's very performance-inefficient, but I think I have to deal with these mods existing and try to make my mods compatible anyways. I probably also need to think about if I can find some way to automatically detect these cases, so I won't have to patch them in a case-by-case basis as they get reported.
The 300% cap and the -20% moving are the mods' default settings which you can change. In your case you might prefer to change the former to infinity and the latter to disabled.
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Because (1) is loaded at startup and constant within a game, so the mod can simplify a lot of checks and stay fast.
For (2), since the player can create new gene combinations mid-game, filtering for them requires the mod to check against existing genotypes every time anyone's need bars tick -- which IMO would hurt game performance too much. I could try to use some caches and triggers to mitigate the performance impact but it already sounds like a headache to be compatible with other mods, so I probably won't do that.
Instead, filtering by the name of GeneDef might work, since genes are usually loaded similar to (1).
I could try to add a new "filter if pawn has X gene" filter in the future.
For "why isn't fungoid race being recognized":
In the game, "race" can describe two separate things, if I understood correctly:
1. Full-on species (RaceDefs) -- like human, mechCentipede, thrumbo, or HAR races;
2. Gene types that depend on the Biotech DLC, like pigskin, or races from Vanilla Races Expanded.
At least for now, unfortunately the mod can only recognize races of the (1) kind.