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I did disable it, but consider thinking of the interaction between these two things, or talk with the deadlife guys, I fixed it in my playthrough, but others might uninstall your mod, or theirs assuming its "too OP" and not figure out the interaction has a fix.
@Bosh: Can you replicate with only this mod? Sounds like a mod conflict
Generated with custom xenotype genes:
https://gist.github.com/HugsLibRecordKeeper/1c6cd23234164e528e76191036c80132
Generated normally:
https://gist.github.com/HugsLibRecordKeeper/1764c72fceff10fae214d101a1fe6c9d
Opinions may differ, I assume.
Friend figured out that was what was going on, I couldn't dive into any bunkers for some time until the interaction was noticed and the random shambler genes turned off
I was trying to make a swarm of violent insectoid colonists to pair alongside a playthrough of Vanilla Factions Enhanced - Insectoids 2 and took that but wanted to have the male and female variants lay eggs inside of a singular host (parasitic pregnancies basically) but both ways of procreation gave me half-baked versions (at best) of my custom xenotype. 2 of the offspring born from eggs (not using the stinger) came out with 1 ability each of the xenotypical parent from a baser secondary and the one born from stinger involved gestation came out as a pig person... no abilities, just a pig person.
either way, really enjoying using the mod :)
I think this is one of my favorite mods because it has so many cool and interesting genes and it really allows me to make funny creatures, so yippee!
also the slug people you made are awesome i love them
JobDriver threw exception in toil ChewMetal's initAction for pawn Red driver=JobDriver_FeedPatient (toilIndex=3) driver.job=(AG_FeedMetal (Job_1939488) A = Thing_Steel124016 B = Thing_Human115277 Giver = JobGiver_Work [workGiverDef: AG_AdministerMetal])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref B150FAD4]
at AlphaGenes.JobDriver_ConsumeMetal+<>c__DisplayClass4_0.<ChewMetal>b__0 () [0x00035] in <efbe3f8e2430417d9e8a4ad60f01ae13>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <981a33edf24d499488b0f820d94638e1>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
tested on a clean game 1.5 without other mods
1. On the summon mechanoids ones you should add ''But I can deconstruct them to get free subcores!'' and then the single player thing like the the decreased bandwith one.
2. Wings should be separated into 'No wings', 'Has wings', the style of the wing (with either random or a default wing), the malformed wing and then the gasbags, as all of them, excluding the malformed wing and gasbags, are entirely identical. Just some formating I'd like
But you do you, I can't decide what you do or don't do