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Error starts at 6235 line.
https://gist.github.com/HugsLibRecordKeeper/805284424a1d461315e60400e3c0ac35
I've started a new game without Medical System Expanded 2, and the same thing is happening, so it's probably some other mod that's shared between the 2 modlists.
I recently installed Medical System Expanded 2, so... I guess that complicates things?
I was using Life Support, to keep a prisoner alive after basically emptying their entire body cavity.
I kept them plugged in to use them as a hemogen farm, but... eventually, their missing heart, lungs, kidneys, liver, etc, all 'compensated' enough that they got escorted back to their cell and are now walking about.
Maybe this should exempt some critical parts from the compensation system?
maybe itd be possible to have it not apply to internal missing parts?
https://gist.github.com/af9a7549c67fb5cbafbb3c09f6ca9587
Also uploaded a save file (just went through and finished the generation after the error), in case that helps at all: https://drive.google.com/file/d/1jj-KvllK6boKKG_VjG05XV7N550s1_hN
I *believe* it happens when it attempts to generate a faction leader/other world pawn as part of WorldGen that is missing a limb, since it doesn't happen *every* time, but I am not sure how I can confirm this. I will see if I can generate a proper log and save file with the issue tomorrow.
Blindsight pawns will no longer compensate for lost eyes.
Pawns over time become used to not having eyes, giving back small amounts of vision and giving negative moodlets. As small as 1% vision gives back the "Half blind" and 'Not blind' negative moodlets with no way to cancel it short of reducing this mods to zero. Since this is a vanilla precept I suggest adding an exclusion for it to this mod.
Also, I noticed with prisoners I held from the Blind Tribe mod that enemy pawns all start with 0% 'lost limb training. I suggest any pawn spawned with missing limbs have maximum 'training' (as defined by the mod) for the lost parts.
if their moving ability drops below 15%, they will still be able to walk (despite the fact that the game should incapacitate them at this point), until a hediff is added or removed with the debug tools.
It was also occurring on unmodded creatures btw, had people walking around with shattered spines and destroyed torsos for 3000% bleeding/day lol
https://gist.github.com/HugsLibRecordKeeper/999d7eede61801af154477d0a6de6e34
Should be fixed now, thanks for the report!
Still an awesome mod, but I just got curious.