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<...>\steamapps\workshop\content\333640\2430429784\obj\x86\Debug\.NETFramework,Version=v4.0,Profile=Client.AssemblyAttributes.cs(1,1): error CS8301: Invalid name for a preprocessing symbol; 'MOD_WMEXMUTATIONS[STABLE]' is not a valid identifier
== Warnings ==
None
I am getting this error when I use it with WM extended mutations mod, but it works fine when I disable that mod.
Precognition Interaction
Sparking baetyl demands and rewards are generated when the baetyl is first placed in a square, meaning that in order to generate these differently using Precognition, you would need to be going back to before the zone was generated. You would also need to avoid having transited multiple zones in the meantime, in order to avoid an issue with the game's save architecture that can allow serialized zones to "cross over" between saved game states.
https://cavesofqud.fandom.com/wiki/Sparking_baetyl
I assume this mod reverts the behavior to how it was before, so simply using Precognition will permute everything that relies on RNG.
Should be fix now :)
Sphinx salt is true kins tonic version of the mental mutation precognition.
If you wanted to re-roll drinking neutron flux for example, whether you use precognition or sphinx salt with the base game you would have to trigger the rng to tick forward so you get a different outcome. This can be done in multiple ways but most people resort to using eaters' nectar since all of its outcomes are positive.
This script removes the need to do such a thing :D