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Perfect way to deal with person having Asexual fission from Alpha genes :3
can you please make the "add pawn" & "take pawn" GUIs be the same as your "Take item" and "give item" GUIs
i have been storing animals in the outposts in great quantities.
i feel i should mention i'm still on 1.5
please <3
- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Any thoughts from anyone?
I checked my modlist, spent a solid hour combing through all my mods to find that this would stop me from opening the debug menu for whatever reason.
Thanks!
All pawns 0 in every skill, still impossible to create an outpost with 3 or more pawns in the caravan.
Oddly enough, there's no precise way to ensure that a specific team can establish an outpost. Typically, after splitting off a single person, that lone expedition team can establish an outpost. This is quite troublesome—settlement outposts and those requiring skill points are hard to set up. However, for outposts like artillery or hunting, you can first establish one, then have the prepared personnel enter and remove the unwanted members afterward.
Correction: When the expedition team is split, one of the resulting two teams can establish an outpost normally.
One colonist by themselves also works.
Actually up to two pawns works, but adding a third breaks something.
At least, I couldnt figure out if there is something else happening, all 3 pawns that I used to test this worked on their own or when its just 2 of them(any combination).
Testing found that when the expedition team consists of one person and one animal, the "Establish Outpost" button functions normally.
Would it be possible to let player-controlled mechanoids count as workers in outposts?
Unsubscribed and resubbed to make sure l have the newest version, and only got harmony+VEF+this and nothing happens when I click the outpost button
(1.6)