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https://gist.github.com/HugsLibRecordKeeper/62321d4990ef57a38e8aaf656d93ac32
Basically: the pawn was a Frankenstein, which had the ability to steal one gene from a pawn/corpse and make it a xenogene for them. They also had the ability to incorporate all xenogenes into their baseline. However, every time I used the incorporate ability, the pawn would duplicate itself when I reloaded my game save; I would have an identical pawn who had the xenogenes "incorporated" but not visible as baseline, and I would have one pawn before everything got incorporated. The new pawn would function and behave like any other pawn, but if I drafted the dupe/original pawn, they were not able to attack but just stand still. Thank you in advance!
Love the ammunition mods, been making my own ammo types for my playthroughs.
I will note it down so people know.
https://pastebin.com/UdQqyeRB
- Fixed race condition with Geological Landforms where plants in Biosphere spawned on lands due to Harmony patch priorities.
- More unified settings changes for my mods.
Looking at the effecter.xml, I don't see the corresponding fleckDefs for those in the Fleck.xml file. At the moment, I am only using [LTS]Tenants that requires this framework. As a work around, I removed the three LTS_BramblerLeaf SubEffecter sprayers (all 3 colors) from my local copy and the startup exception no longer happens. I don't think Tenants is using it anyway.
- Added new thinknodes and conditional checks for custom creatures
- Added new jobgivers for custom creatures
- Added new property and logic for incidentExtensions
- Improved plant self spread logic.
- Code optimization and refactoring
- Added a few simple standardized GUI elements to use for mod settings and whatnot.
- Improved readable error logging.
- Improved GetTemperatureForCell_PreFix, hopefully it'll be faster.
- Added [Experimental] river branching logic, toggleable in Mod Settings.
Lagua
Overlord
- Renamed the previous sole language I used to Wild.
- Refactored code and a potential fix for GetTemperatureForCell_PreFix
- Updated water plant spawning logic and improved performance.
- Made performance changes to CheckWaterPlants as suggested by Ferris (ferriscg), thank you! ♥
As I'm playing a medieval mod pack I don't really want to drop either of these mods and sadly I am unfamiliar with editing XML files. I will contact the owner of The Profaned and see if they can edit their mod to be compatible with your changes
To LTS_Systems.ThingWithComps.Building_Door, I'll write there as well.
The Profaned mod has an optional inheritance from LTS Systems, to enable double-width doors in RimWorld versions prior to 1.5. As-of the 2024-06-20 update for LTS Systems, I assume something might have changed in how you configured the double-width door functionality? Below is the full log of a minimal test being performed:
https://gist.github.com/HugsLibRecordKeeper/aece047a3fee35ead7a7d98b082adc89
(Ignore the errors generated when it's parsing the scenario list, as I had some custom scenarios saved which depended on other mods that I disabled for these testing purposes)
The part that stood out to me is the line "Could not find a type named LTS_Systems.Buildings.Door" as the likely indicator of the root cause.
https://pastebin.com/apjyBL9h
I'll keep poking at it over the weekend, as I feel like it *is* an incompatibility with another mod, but I haven't found it out yet.
I wonder if there is something you removed with cherry picker that caused issues with cherry picker due to a possible name change or something on my end? Not certain atm
https://pastebin.com/46vZ4TTa
This is the error that's repeated anytime the "SpawnThing" or "SpawnThing FullStack" DevMod options are used.
Thanks for sharing the cause of the problem!
https://pastebin.com/NQsHWjbs
- Added Incident Plant Breach.
- Added Incident Extension.
- Added new plant spread logic.
- Added new Creature type class for custom logic.
- Added Moisture Need and job/logic related to that.
- New pawn rendered for alternate graphic in water logic.
- New pawn rendered for body overlay in water logic. (Works kinda like tattoos)
- Moved Task work type priority to after hunting in the list.
- Improved performance for CalculatePlantsWhichCanGrowAt_PostFix.
- Updated Door code to use mirror more the vanilla multi tile doors and cleaned some features.
- Added conditional stat effecter check if in water.
log: https://gist.github.com/HugsLibRecordKeeper/0b63edde477df1203d1c8c1744fc7eda