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Added toxic environment resistance setting
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@KawwaK
I'd love to have this for plants, weapons, etc... But it was lot of work to make, though adding new settings is now mostly copy & paste, so making something for plants, weapons or something else would at least not require me to redo the whole UI/settings, probably...it's still a ton of work.
Interesting to hear about the apparently version related issue. Wonder what happened there.
And "Toxic Environment Resistance"? Never heard of that, will put it on my list to look into (the todo list for CA was currently empty actually)
@waghhhhhhhhhhhh
Glad to hear!
Check for SteamAppId for Odyssey instead of Name
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Should work now, I hope. Didn't expect the DLC names to get translated
Or hm...do you play the game in another language? ... I don't know...
Added CanCrossBreedWith & CrossAggroWith settings
but.. you mentioned a check for vacuum res, you think it's an issue with me not having any DLC?
vacuum res. might not be the only DLC specific trait the mod incorporates? idk, the crashlog shows a loop of "Could not regenerate layer" fog_of_war, and snow
here's the link:
https://gist.github.com/HugsLibRecordKeeper/dbba226d192705c0e9d331b4a2d02fc9
i hope this helps
Added check for Odyssey being active for Vacuum Resistance & Special Trainables
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@Zalbag13
That solves one the vacuum resistance error, but without further info I'm unsure what the Game_FinalizeInit_Postfix issue is.
The first crash happens even before game generation proceeds, inside the mod's global settings initialization.
The second occurs when the mod tries to hook into the game's start process via Harmony.
This is unlikely to be caused by load order or another mod"
"Based on the stack trace, the issue lies in GlobalSettings.Initialize() and HarmonyPatches.Game_FinalizeInit_Postfix()."
i'm hoping this is helpful, if you want i can give you the github link for the full report.
"Exception: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.Settings.SettingVacuumResistance' threw an exception. —> System.NullReferenceException: Object reference not set to an instance of an object
at CustomizeAnimals.GlobalSettings.Initialize () …
at CustomizeAnimals.CustomizeAnimals.Initialize () …"
and
"Exception from asynchronous event: System.NullReferenceException … at CustomizeAnimals.HarmonyPatches.Game_FinalizeInit_Postfix()"
were the stand outs."
Added special trainables setting (i.e. "training types")
Might have a little performance impact on loading a save file due to having to make sure all animals have the correct abilities, hope it works fine.
- blocked by fence -> rejected: it depends on roaming behaviour, any animals that roams will be blocked by fence, all others will not. While I thought of a way that might work to dettach the two behaviours, it would likely cause sideeffects, so I decided to not implement it
- training types (Odyssey) -> todo: yet to look into it because I mistook it with normal training types earlier
- vacuum resistance (Odyssey) -> done: tested and worked with humans, hopefully also with animals
Added vacuum resistance setting
Made toxic resistance setting available for humans -- don't remember why it wasn't but it seems to work? Hopefully there's no reason I'm missing/forgot about why I did not include that setting for humans...
For example, an otter should be able to "comfort" if a Seal is, by default, allowed to. And they should be allowed to dig, considering in the description it even mentions Otters using simplistic tools like rocks, to open shellfish.
Unless someone makes a mod that allows modifying everything ingame in a generic way. I'm pretty sure there was such a mod at some point but it was not maintained due to the amount of issues and sideeffects of such a mod.
Fixed DegradationPeriodTicks error, contributed by @MAL22
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Must've changed that method with the last update, it was working before, but thanks for the submitted fix
Fixed GrowthTier options not applying
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As far as I could tell, it should apply now properly.
I'm unsure if the "Growth Moment Ages" settings are working correctly though, changing that got me some weird results with several growth moment events and such, and the first settings for "Baby" does nothing...I don't know. Might need to look into that at some point, if someone can tell me how it is supposed to work
Yes, I've tried both. I reloaded the save file and also completely restarted RimWorld, but unfortunately, the issue with the Growth Tiers options for the Human-only setting persists.
* The image below shows the situation right after launching the game, with an arbitrary pawn set to age 7 using Character Editor.
(https://imgur.com/a/G9Tyu8I)
It might require restarting the game or at least reloading to apply, could you test that?
However, I want to emphasize that all other animal-related options in your mod work wonderfully! Thank you so much for your hard work on this mod.
(*I'll make sure to leave a new comment immediately if I discover it's due to another issue with my game settings.)
Current items on the list:
- blocked by fence
- training types (Odyssey)
- vacuum resistance (Odyssey)
- making the mod incompatible with CE if it isn't already...
A small question: are you planning on adding an option to adjust/add the new training types (like Comfort, Digging,...) to the menu, or is that something that'd be too involved to do?