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As cool as gene rituals and random xenotypes are, it automatically applied new genes to colonists already in my existing saves, and it can and will apply genes from VRE - Androids, and presumably anything else that would normally have to be put through a filter.
I hope it gets patched, or something similar turns up.
I'd also like to mention that this is a weird thing to combine. Why make a mod that adds random xenotypes AND gene extraction rituals when those are entirely different concepts?
- TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.Pawn_HealthTracker_Tick_Patch:Transpiler(IEnumerable`1 instructions, ILGenerator generator)
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
[Ref F8B36978]
at AutoBalancedMeta.AutoBalanceMet.AutoBalanceMetabolicEfficiency (Verse.Pawn pawn) [0x00006] in <b9acab618e144b768bd51bc15d85d952>:0
at AutoBalancedMeta.AutoBalanceMet.CompPostTick (System.Single& severityAdjustment) [0x0005d] in <b9acab618e144b768bd51bc15d85d952>:0
- TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.HediffComp_Patch+HediffComp_GenHashInterval_Replacement:Transpiler(IEnumerable`1 instructions)
at Verse.HediffWithComps.PostTick () [0x00024] in <3edc8735ff1a453cad436e0130a1a03e>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00068] in <3edc8735ff1a453cad436e0130a1a03e>:0