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In general, this mod frequently consumes bed-ridden pawns.
But this easy to work around. Just pause the game whenever you intend to open the level up panel, and close it before you unpause. Better save the game beforehand just to be on the safe side.
@soozza.kim101 It doesn't even directly tough them. The level up panel is located in the bottom bar the stats, such as strength, dexterity, agility, etc. basically function as percentage multipliers to tasks related to the stat. So negative strength will negatively affect carry weight (when running CE) as well as construction, mining, melee damage and a whole bunch more, while positive can make it pretty crazy.
Is this normal???
a really dirty diy fix is to use character editor and warp them back into reality, chaos god free, no heresy detected and emperor approved !
Just really want to see how incredibly broken I can make a pawn.
I figured it was SafeJobWorld
Use Growth vat
baby>Growth vat>Child
baby>level up>disappear
If your baby dissapears, its because you had the level up tab open when the mother put the baby down. That ended up in my baby pawn getting deleted. I imagine it has to do with the mod tracking values or something?
heres the errors that showed up in the console that I think are relevant:
JobDriver threw exception in toil StartCarryThing's initAction for pawn Lam driver=JobDriver_BringBabyToSafety (toilIndex=3) driver.job=(BringBabyToSafetyUnforced (Job_1608531) A = Thing_Human310459 Giver = JobGiver_BringBabyToSafety [workGiverDef: null])
JobDriver threw exception in toil TuckIntoBed's initAction for pawn Lam driver=JobDriver_BringBabyToSafety (toilIndex=10) driver.job=(BringBabyToSafetyUnforced (Job_1608516) A = Thing_Human310459 B = (105, 0, 138) Giver = JobGiver_BringBabyToSafety [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 794F9AFC]
Yeah, I know, don't level up pawns while you have infants, I forgot on my current run and since it was a captured infant I can't reunion skip it back.
Is there any chance you could look into this?
The only somewhat negativ thing i could possible say about it, is that I miss being able to see what the stats affect if I hover over them.
Otherwise 10/10 would recomend
Babies DISAPPEAR!
They still exist and can be resummoned using their parents and the summon all related pawns on their parents but they cannot be respawns via the world pawn. They aren't dead, they still exist but they are no longer on the colony map.
This is only affecting babies.
While we're at it, this mod seems to cause slowdown.
A minor increase of 0.1 hp per stat to make the pawn more tanky?