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Thanks very much, I really needed this one!
https://steamcommunity.com/sharedfiles/filedetails/?id=3534629428
Haven't been able to get into contact with my friend so far.
Mlie, Taranchuk, and Zaljerem are the modding equivalent to high-level clerics casting Resurrection on fallen mods.
The current situation is that i have a friend who makes mods themselves who's volunteered in the past to update my mods and maintain them/fix bugs when the need arises. Currently they're busy afaik, so an update may come eventually when that person gets time.
If for whatever reason they don't have the time anymore to update my mods, no big deal. I'll hand it over to Mile or whoever is running the Mods Continued team nowadays and see if they'd want to take a look at it.
Hopefully it doesn't come to that though. I'll update this page ASAP if/when there is news.
@Stardust I apologize if my above comment to Link is a little insulting, I dunno how mod commissioning works. I honestly hope you can contact someone to help out with the mod, without having to shell out anymore of your own money for it.
I'll see about getting a 1.6 version, but no promises. As i state, i am not a coder, just a commissioner :P
Hi! Could you tell me what mod provides sowoboe bugs?
Also, identifying animals which don't naturally fight would be helpful in fixing this.
In the mod "Kyulen - NinetailFox," the added characters possess both colonist and animal statuses. However, there remains an issue where only these added characters cannot be manually commanded for some reason. Since they are characters that can be drafted, it would be ideal if there were a way to exclude them from the mod's scope. Is it possible to implement such a setting?
But does work with housecats.
If this issue ever occurs again in a subsequent version, disabling the "Disable Undrafted Menu" option in the mod settings should fix the bug.
That option was supposed to hide all right-click menu actions when animals are undrafted (This saves quite a bit of FPS/TPS) but we forgot to make it not affect human pawns aswell. Oops :P
Should be all good now, though. But in case that happens in the future, just disable that option and it should be good to go.
If you would like to code the ability to toggle it yourself, That'd be great. Since you're probably better at coding in Rimworld's engine than I am :P
No, sorry.
thanks for understanding. :)
Please read descriptions next time before you post a comment :P