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<li Class="TechBackground.CompProperties_StudyDesk">
<MaxPawns>2</MaxPawns>
</li>
thank you in advance for the answer and in any case thank you for this mod!
Here's the modlist https://rentry.co/w3hev5e6
Creating compatibility with Androids is pretty easy to do yourself. If you go into the Def/AndroidSettings.xml, there is an <allowedtraits> tag, add <li>TechBackground</li> into that and you can whitelist the trait so it stops spitting out an error.
This mod uses traits to keep track of the pawn tech progress and likely will not be compatible with any mod that manipulates traits. The only way to resolve this would be to re-implement the mod using some other system, which would involve rewriting and testing a significant part of the code, which I'm not willing to do.
Did you try to contact the devs of the VRE - Androids mod? Perhaps it would be much easier for them to add a toggle to their mod that disables the trait removal for the androids.
I've updated the mod, go ahead and see if it fixed the issue, since I can't test it myself.
Make a custom scenario with a paramedic mech (use mechanitor scenario as template)
Spawn in a bionic spine
Create a bed and make it medical
Put a sugery bill on a coloinst
This is the error
https://gist.github.com/HugsLibRecordKeeper/84b759556090c5a329d9db5a7c0c9a1f
Occurs just with this mod and nothing else.
If you are asking about updating this mod to make sure it runs with the latest version of the game - then most likely yes. Usually it just needs recompiling, and nothing else.
If you are asking about adding new features, then most likely no, this mod was pretty much in a stable state since 2018.
I think it's related to the minor error I reported before (2 pawns trying to use the same stool).
I'll remove it and give it a try. Maybe I'm lucky and that's the only incompatible one.
Disappearing bills is likely caused by an incompatibility with another mod. Xandrmoro.Rim.FinishIt is known to cause this issue, but there may be others as well.
You set the study/mentor job in the work tab (it's only a work priority), spacer pawns will go mentor by themself when needed.
https://gist.github.com/HugsLibRecordKeeper/e6669512b4e24b3521b4a6930d394174
The slaves are incapable of intellectual tasks (as mentoring), so, It's working as intended?
When I was having that specific error, all my pawns that were getting the error had the pre-industrial trait. Looking at the images I provided, it looks like it might be Priority Treatment Resurrected?
Big and Small was having an issue where it was removing traits, but that has since been fixed - and yet I'm still having the issue. Idk what other mod could be causing that.
I sounds like you have a mod that either creates pawns without traits or removes traits after they were created. This mod relies on colonists having a tech background trait and will not work without it.
Hugslib: https://gist.github.com/HugsLibRecordKeeper/4220be3b461b6a5eb55ff621b1f71259
Error Image: https://puu.sh/Ki0af/035a91c42d.png
Footprint Image: https://puu.sh/Ki0al/e392d22c42.png
I don't necessarily want to use arcane technology, I find that the limit with this single mod is sufficient for the weapons.
in any case, thank you for this mod which is really under the radar and that's sad.
Yup, that fixed it! Thanks for the response. You saved my run
Most likely an incompatibility with another mod. Someone had a similar issue with Xandrmoro.Rim.FinishIt mod. If you have it installed, try disabling it and see if that solves the issue.
It seems to happened because the mentor choose to sit on a stool on a place already occuped by my toddler busy to floordrawing (Biotech children thing).
The pawn still do the job, sit on the edge of the stool with the toddler on the other edge.
It's hidden stats, so not easy to guess.
I've played with this mod for years, and it works the way I think it should, but of course this is highly subjective.
As to your question about mentoring, think about it as "fuel". While mentor is mentoring they refuel pawn's tank. While a pawn is studying they burn through this fuel. The normal refueling rate (at skill level 10) is 3 times faster than burning the fuel. The idea is to avoid mentors spending all their time teaching dumb students. You can check the trait tooltip to see if a pawn has a mentor, as long as it say "yes" you don't need to worry about mentors being interrupted.