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The short answer, Davdin, is: no, and technically a mod creator isn't warranted any due to the EULA.
I guess the fact that any mod (or parts thereof) that get included in the base should be thanks enough for most people?
Then again I didn't make this mod, I just updated a few lines for B18, so I don't care
Anyways, thanks for a great mod
"New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals."
Even if that is not up to snuff I have zero time to work on this (I never found time after updating for B18 and I had so many plans).
I intented a search bar, filters for passive/aggressive/insectoids, rotting animals, maybe one day a straight line distance to plan basic hunting trips easier, and I had an idea for compatibility support for mods that mess with the animal system and broke everything.
The code is on GitHub (link in the description). In the very least it shouldn't be hard for someone to modify to remove the vanilla tab, and update the version of this one.
should be in vanilla.
anyone know how to fix this bug between Medieval World and Wildlife Tab?
I also removed all mods except Medieval World and Wildlife Tab to confirm that it's specifically that mod that's causing the trouble.
It doesn't give me any kind of error when I boot up Rimworld or load a game, I just happened to notice that they appear like that when I went to look at the wildlife tab. It doesn't ruin the game or anything but it is a little annoying to not be able to sort animals according to threat level. I adore this mod and use it constantly, if anyone knows how to fix this please let me know!
Basically you build it, and it becomes it's own little stockpile that your colonists haul mecha corpses to. It takes one at a time and breaks each down into a bunch of mod specific materials, then outputs those materials.
The problem appears to be, that some mod I added on my last sweep has changed mechanoids so that the machine can't recognize them as valid "ingredients" anymore, and will claim it has nothing to work with even if it has a mechanoid in it's inventory.
It was theorized by throwing the issue at the Callistan mod dev that something is changing tags on mechanoids, may I ask if this mod does so?
This would help so much, but I would understand if the coding would be a little difficult or wierd.
I'll try and sanitize that when I get the chance then, I guess.
It's a little confusing though as WildlifeTab doesn't cache data it just looks through what exists on the map which would suggest you have a broken object on your map.
It may be "fixable" by me to check if it's a sane object before prodding it, but it'd make more sense for you if you can figure out what object has broken.
Your full debug log may help.