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Yeah, I figured that was the case, but figured I'd check here to see if anyone had run into the issue prior.
It wasn't my intention to bother you specifically with it, given your having clearly stated you were not involved in updating the code any longer.
I'll check over on their page and see what's up.
Revia by itself does NOT, and NEVER WILL, support CE. That's on them.
I keep getting a red error that, if I'm reading it right, is basically that the neck/head/ears aren't being covered.
The mod on Github is pretty much ready to go for 1.5, but it's just blocked by an exception that causes pawns to not load. It's on HAR's side.
I'm not particularly keen on fixing it myself since I haven't felt the urge to play Rimworld for what, nearly 2 years? And diving into someone else's codebase for a game that I don't even want to play isn't something I want to do in my limited free time.
https://github.com/FoxWithAShotgun/RimWorld-ReviaRaceMod/pull/12
Someone else will have to look into that other error [github.com], since it's beyond my current skill.
The spawning issue doesn't occur in the normal Crashlanded scenario with Revia colonists
I can take a look at the sacrifice spot issue further when I have more time if somebody else doesn't beat me to it.
The issue with the sacrifice spot work thing, though, that's probably XML-side, actually.
I would take a stab at fixing them, but it doesn't seem like those are XML related issues, and I don't have much experience with C#/Harmony
However, the ears themselves render correctly on the pawn, so I guess this will be good to go once HAR clears up whether it's a problem on their side or on my side.
I've done a PR and pulled it into 1.5-compat on the main repo. Will test it, see if it's all good. If there's no red text, then I'll update the main branch and this is finally 1.5.
https://github.com/festivneer/RimWorld-ReviaRaceMod/tree/1.5-compat
https://steamcommunity.com/sharedfiles/filedetails/?id=2893157989
Requires Biotech, tho.