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Thanks for the quick fix! :-)
<GeneCategoryDef>
<defName>EBSG_Food</defName>
<label>eating</label>
<displayPriorityInXenotype>500.01</displayPriorityInXenotype>
</GeneCategoryDef>
into the top of EBSG_EatingSpeed.xml
Until the mod gets updated. :-p
Could not resolve cross-reference: No Verse.GeneCategoryDef named EBSG_Food found to give to Verse.GeneDef EBSG_TerribleEatingSpeed
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
EBSGA_MinorArchiteEatingSpeed, EBSG_MinorEatingSpeed, EBSG_BadEatingSpeed, EBSGA_ArchiteEatingSpeed, EBSG_EatingSpeed, EBSGA_MajorArchiteEatingSpeed, EBSG_MajorEatingSpeed, EBSG_ExtremeEatingSpeed, EBSG_SuperEatingSpeed, EBSG_HyperEatingSpeed.
I've got
MGSG - All in One
Alpha Genes
Alpha Genes - Insectiod
EBSE Framework
EBSE - All In One
E A G (This)
I think what's happening is that the EBSG_Food category isn't being made, in EBSG_FoodPatch.xml, but EBSG_EatingSpeed.xml puts stuff into it anyway, via EBSG_EatingSpeedBase. Might want to just change the patch in EBSG_FoddPatch to target @parent="EBSG_EatingSpeedBase", use it as a catch all?
<Operation Class="PatchOperationAdd">
<xpath>Defs/GeneDef[defName="DarkVision"]</xpath>
<value>
<statOffsets>
<NightVisionEfficiency>0.8</NightVisionEfficiency>
</statOffsets>
</value>
</Operation>
What's odd is that I can't find a patch operation to remove the original <ignoreDarkness>true</ignoreDarkness> section. I think in CE, darkness still applies a penalty to shooting even if it doesn't affect work speed or movement. That's my guess, anyway. Anyways, I understand if you're not too keen on opening the rabbit hole of CE compatibility.
- Negates the Global Work Speed penalty from darkness.
- Negates the Move Speed penalty from darkness. Note: This effect is not mentioned by the in-game description
- Removes mood: Darkness: −5
I have also looked through the game code and tested in the game to see if the wiki missed anything, and I cannot find any boosts granted by darkvision, only the negation of penalties. If you specify what mod causes that effect I can take a look at adding compatibility, but without that information I'm afraid I can't help.
I'm wondering how much they can stack
Should that be "Hemo-processing?"
Just wanted to call it out. Love your gene mods!