Some bugs and suggestions:
Beaverwolf Castoreum nutrition is currently set to 0.5 , i.e. 10x the nutrition value of vanilla vegetables (0.05), while having the same market value. I assume this was a typo, as it's described as "a food additive and natural flavour", so it being 10x as nutritious as other foods sounds weird, and makes it 10x as good to buy from traders as any other food.
The Hibernation Module restRateMultiplier is -0.5 , which does the opposite of what it claims in the description ("reduce the need for sleep"), i.e. it actually makes pawns regain rest slower. If you compare it with Core/.../Traits_Singular.xml , Quick Sleeper has a multiplier of +0.50 , which is what I assume was intended.
The Consciousness modifiers on the Hibernation Module and Neuron Reinforcement are extremely powerful, and may not have been intended as such. Consider that Consciousness above 100% directly translates into increases in Manipulation and Movement among other things. So a +20% Consciousness from the Hibernation Module is comparable to having a Bionic left arm, and Bionic right arm, and a Bionic left leg, and a Bionic right leg, and a Bionic Jaw at the same time and more, which is beyond incredibly good.
If the Hibernation Module is made to reduce the need for sleep, it is already a very strong and desirable effect, and so an increase in consciousness seems unwarranted imo. (An implant that makes the pawns sleep longer but provides a small increase in consciousness would be an interesting tradeoff, but based on the description I assume this was not the original intent of the Hibernation Module)
Similarly, the Neuron Reinforcement module is already great (faster learning and faster researching multiplier that stacks with other multipliers), so it providing an additional consciousness bonus seems just far too good. Even without the consciousness bonus it is very desirable.
I would suggest increasing some of the workAmount and WorkToBuild values - it feels weird that e.g. combining the genes of a bear and a muffalo is less work than building a wooden door! It feels less "satisfying" to accomplish some great genetic engineering if it can be done in seconds. With something like a 4-8x increase it would feel more like the pawns are working on a great and difficult task.
Similarly, I would recommend increasing hatcherDaystoHatch , which is currently 1 for everything. The incubator may be a high-tech piece of equipment, and it makes sense that it would speed up animal development to some extent. However, an animal still needs a certain amount of energy to grow and hatch, and if that amount of energy is delivered in a very short span of time, it would be like instead of cooking dinner at 200 degreesC for 30 minutes, you'd try cooking at 2000 degrees for 3 minutes. Not too healthy.
(When one introduces genes from one animal into another irl, it generally takes longer for it to hatch/grow than the base animal, because homeostatic mechanisms need to deal with additional developmental issues). And from a gameplay standpoint, making an incubator one day and having something like a massive dinosaur/bear hybrid hatch from it the next day feels unsatisfyingly easy to me, while having to keep the incubator at the right temperature for e.g. 10 days would imo be a nice balance of being neither too trivial nor too hard.
Thank you for the great mod - I hope you take some of my suggestions into consideration.
Beaverwolf Castoreum nutrition is currently set to 0.5 , i.e. 10x the nutrition value of vanilla vegetables (0.05), while having the same market value. I assume this was a typo, as it's described as "a food additive and natural flavour", so it being 10x as nutritious as other foods sounds weird, and makes it 10x as good to buy from traders as any other food.
The Hibernation Module restRateMultiplier is -0.5 , which does the opposite of what it claims in the description ("reduce the need for sleep"), i.e. it actually makes pawns regain rest slower. If you compare it with Core/.../Traits_Singular.xml , Quick Sleeper has a multiplier of +0.50 , which is what I assume was intended.
The Consciousness modifiers on the Hibernation Module and Neuron Reinforcement are extremely powerful, and may not have been intended as such. Consider that Consciousness above 100% directly translates into increases in Manipulation and Movement among other things. So a +20% Consciousness from the Hibernation Module is comparable to having a Bionic left arm, and Bionic right arm, and a Bionic left leg, and a Bionic right leg, and a Bionic Jaw at the same time and more, which is beyond incredibly good.
If the Hibernation Module is made to reduce the need for sleep, it is already a very strong and desirable effect, and so an increase in consciousness seems unwarranted imo. (An implant that makes the pawns sleep longer but provides a small increase in consciousness would be an interesting tradeoff, but based on the description I assume this was not the original intent of the Hibernation Module)
Similarly, the Neuron Reinforcement module is already great (faster learning and faster researching multiplier that stacks with other multipliers), so it providing an additional consciousness bonus seems just far too good. Even without the consciousness bonus it is very desirable.
I would suggest increasing some of the workAmount and WorkToBuild values - it feels weird that e.g. combining the genes of a bear and a muffalo is less work than building a wooden door! It feels less "satisfying" to accomplish some great genetic engineering if it can be done in seconds. With something like a 4-8x increase it would feel more like the pawns are working on a great and difficult task.
Similarly, I would recommend increasing hatcherDaystoHatch , which is currently 1 for everything. The incubator may be a high-tech piece of equipment, and it makes sense that it would speed up animal development to some extent. However, an animal still needs a certain amount of energy to grow and hatch, and if that amount of energy is delivered in a very short span of time, it would be like instead of cooking dinner at 200 degreesC for 30 minutes, you'd try cooking at 2000 degrees for 3 minutes. Not too healthy.
(When one introduces genes from one animal into another irl, it generally takes longer for it to hatch/grow than the base animal, because homeostatic mechanisms need to deal with additional developmental issues). And from a gameplay standpoint, making an incubator one day and having something like a massive dinosaur/bear hybrid hatch from it the next day feels unsatisfyingly easy to me, while having to keep the incubator at the right temperature for e.g. 10 days would imo be a nice balance of being neither too trivial nor too hard.
Thank you for the great mod - I hope you take some of my suggestions into consideration.