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it's saying (bionic arm missing) when trying to install an arm segment
Please test and let me know if it works, especially those who get the error a lot and/or predictably.
Like many others below, I have the faction base generation issue and I can reproduce it with just this mod, dlc and dependencies running. I can even do it on more than one computer now.
please note i have not updated the mod past 4.13.1
https://pastebin.com/raw/NYHG7ZQz
So, for everyone facing similar errors as I have - just unsubscribe and subscribe again (redownload) to MSE2. This should do the trick.
noj, thx for your amazing mod and sorry for making a fuss. Should have just redownloaded it from the start. Have a nice day everyone!
https://gist.github.com/HugsLibRecordKeeper/2203c4553184cf96b6e9cefb43039315
Unfortunately the problem is still there and I can confirm 100% that the worldgen/pawngen problem is tied to this mod. Tried starting a game with my collection of 157 mods with and without MSE2. Without it - zero errors and a planet full of different faction bases. With this mod - errors on world generation and only one base per faction. Also, having the very same outcome after trying to start a new game with just MSE2 and it's dependancy mods.
Thx again for trying to fix it, mate! Hope you'll get to the root of this soon enough, let us know if we can help you somehow!
The log points to this line:
MSE2.CompProperties_IncludedChildParts+<>c__DisplayClass9_0.<AverageMarketValueForPawn>b__0 (MSE2.LimbConfiguration l)
Stack trace shows this flow:
at CompProperties_IncludedChildParts.AverageMarketValueForPawn (Verse.Pawn pawn)
at CorrectHediffCostOnGeneration.AvgMarketValueForPawn (ThingDef def, Pawn pawn)
at PawnTechHediffsGenerator.GenerateTechHediffsFor
...
at Faction.TryGenerateNewLeader()
Looks like AverageMarketValueForPawn() assumes all pawns have valid LimbConfiguration, but that's not always true.
Just starting world generation is enough to get the error.
Hope this will help. The mod is amazing and one of my favorites, I LOVE fiddling with my cyborgs in every playthrough) So really looking forward to an update!
The only piece of info I can provide is that the spikes were very inconsistent (on 3x speed they showed up every 15-45s) and began once I started adding limb prosthetics in the midgame (vanilla prosthetics only) -- No xenotypes. Despite the large modest (284), it was a very smooth playthrough other than this mod which is why I remember it 😅
I'll add this back for my next playthrough and let you know if I run into any issues.