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Yes, it's caused by the Biotech DLC.
Here's why the slowdown happened. In the original RandomPlus there's a feature that becomes a bottleneck: the routine that assigns a pawn's name and backstories. If I change the logic to modify only the gender with the current setup, you can get mismatches—like a male pawn ending up with a female name. To prevent that, I made it call that routine every time the gender changes, which brought the slowdown back. I did add some optimizations, but they weren't sufficient.
I do have a solution in mind, but I haven't had time to implement it lately.
Also, I noticed on the GitHub you tried to fix the gender filter but you had to revert it. Any idea why the rerolling slowed down so much?
Ah… your suggestion is excellent. Unfortunately, adding additional UI is beyond my current ability.
For the same reason, I haven’t addressed a long-standing request either—the RandomPlus issue where the Reroll Count isn’t shown unless a specific DLC is enabled.
I’m sorry I can’t accommodate this feedback.
Changing the logic is possible, but I’m reluctant to do so because I prefer not to alter the functionality of the original logic.
Also, the current logic isn’t useless—it can be used when you want a pawn with any single skill at ≥ N, regardless of which skill it is.
Thank you for the report, and sorry for the late reply.
The 'Count Only Highest Attack' option—also in the original logic—means 'count only the single highest skill.'
So in the screenshot you provided, your filter is effectively 'pass if any single skill is 28 or higher.'
Because that condition is unattainable, the pawn will not pass the filter.
Sorry for the late reply. You’re right—with this mod, Normal and Fast use the same algorithm.