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I don't think there was a specific reason for them not being stackable. I think I just set it to match bionics which are non stackable without a stacking mod.
Ah sorry I think I misunderstood a bit earlier. I forgot those traits have them just randomly consume drugs even when not allowed. That part of the trait is handled via code I think and is beyond my ability to change. The addiction assistant will simply prevent them from having the chemical need. Which should help with the resulting mood issues and forced mental breaks for drug bingeing.
It's supposed to although I can't recall if I ever specifically tested the traits.
The limit is one of each type. The modules are basically intended to be software you install.
That's odd because I swear when I tested it that worked fine. An alternative way to fix that would be to give a xenotype implanter or germline implanter (from the VE Lycans mod) then just implant the baby when its born. Although you'll likely need a mod to change the gene regrowing duration.
The mountain of babies sounds like a vanilla bug, possibly introduced by a mod. The Reproduction Controller simply adds the "pregnant" hediff to a pawn and let's the game handle how the pregnancy itself is generated. I don't have the skills to make it anymore complex. The xenotype issue is also due to how the vanilla game handles things.
However, if you add a Dominant gene to your xenotype it should fix the xenotype getting misnamed because then it won't be using a "mystery" second pawn for the father. I personally use Better Gene Inheritance but I think it should work with any Dominant gene from mods.
@Whiskey Fool
Sounds like it could have been some steam shenanigans with outdated mod files.
I also hope something can be figured out for xenotype's name, as even with genes that force all genes to be inherited, the name of the xenotype is still always "baseliner" (despite having all the correct genes). I noticed that in mods like WVC genes or Alpha Genes or even universal IVF (where you basically impregnate yourself), the xenotype's name follows the mother's.
I've been looking for a good gene for a controllable pregnancy without a partner, but this implant is still the best all around, just those damn bugs.
I have no ♥♥♥♥♥♥♥ idea. whatever it was problem got fixed by reloading all the mods.
If you have issues with duplicate bionics you can use the mod Cherry Picker to remove the ones you don't need/want.
If its in game that sounds like some sort of weird mod conflict. You could try moving my mod either lower or higher in your load order that might help. If not you'll have to try to track down what's messing with it. The only mod that should really do something like that though is something that messes with descriptions.
The link to the included thread loads fine for me. It sounds like steam might be doing its usual shenanigans. I'm afraid there's not much I can do about that. You can try running it through one of those website archiving sites so you can read it.
That's due to using the same system as mechanitor implants, so it displays as x1 even if it can't be upgraded. As for the name I assume it's left over from how I originally named them. Why it wasn't renamed I can't tell you. Although I'm weirdly good at glossing over obvious mistakes like that. I'll upload a fix.
That's a pretty good indicator that the "update" downloaded an old version instead of the one it should. If you see that happening its best to grab a copy from the github in the description.
If your game is saying the version is 1.5 I wouldn't recommend using it as is because a lot has changed between 1.5 and the 1.6 version so it could cause issues especially in a ongoing save. You would be better off grabbing a copy from the github.
@LincsHarry
I'm afraid there's nothing I can do to fix it since its purely a steam issue causing it to sometimes download old mod versions for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
And while I'm at it, thank you for making great mods ^_^
Yes, there is. Simply remove the <li Class="HediffCompProperties_RemoveIfOtherHediff"> node from the HediffDef files. Ideally you should do this with a xml patch that way you don't need to mess with files when I do updates.
You'll find the Mechanites themselves under the Mechanites files. They're spread out in folders so they can be loaded with the required DLC. Most are under Core, one is under the Frameworks/Vanilla Expanded Framework and one is under Royalty.
The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.
As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>
There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.
Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.