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Can't easily tell how many of them are actually affected because my custom xenotypes ATM only use feather and mantis, but I can confirm mantis is still there alongside bee, moth, and beetle.
The previous update had some xml merge issues and wouldn't load correctly, so it is possible you somehow were on the version before that or you'd likely not get any heads at all.
If the colonist has a xenotype I'd suggest trying to reset the xenotype via dev-mode and see if that fixes it.
I don't think any antenna should have been removed. It is possible that their head has an exclusion tag that blocks the antenna, though in that case it may be by mistake from our side.
Oh, and verify files unsub/resub in case steam did something weird.
I have been using the bee/ant head. Might be related to that?
https://github.com/RedMattis/Oops-all-BUGPARTS
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.GeneDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bo"
I can't tell why from the looks of it, but have you updated the gene mod extensions to the new VE Framework format?
There is a 1.6 version on github. I've just not had time to property test it on 1.6 yet.
https://github.com/RedMattis/Oops-all-BUGPARTS
I made a little CE patch for Pincer and Raptoriales claws, since that is one of the few things the autopatcher for CE can't do.
Iirc. They are working on a new cool update though, so I don't want to suddenly throw a Git merge conflict on them without warning. :'D
The combatPowerFactor, which is a multiplier to the 'cost' of a pawn for spawning them in a raid, is 0.1 for Lunarians and 0.2 for Mantids and Arachnideans. This means you can get a 500 point unit spawning as 50 points due to the cost reduction.
This needs URGENT changing.
This is the original. It just got the title update in 1.5 since a number of things were updated/modified. :)
It should just work, and did last I checked. Make sure you've unpaused though, because it takes a second to update.
If it works with just this and B&S Framework (for said gene), then try adding and removing mods until you find out where it stops working. If you can identify the exact mod that causes issues I might be able to fix the compatibility issue, or at worst reach out to the other author to inform them.
On its own this + FA means bug heads will get overwritten by the facial animation heads.
If you add Big & Small Framework as well they will look as you'd expect due to plugging into FA-modifying behaviour from there.
@DemittiNix
"Things/Pawn/Humanlike/Heads/Bee/Bee_Average_Norma" isn't actually used. It is leftovers from testing that should be deleted.
".../Bee_Colorable/..." is though.
Seems to work on my machine: imgur [imgur.com]
Does this happen if using only this mod? If not, please try work your way through your modlist until you know what mod causes the issue.
I've written the head graphics harmony patches so they should patch late (thus running after default patches), but it is possible some modder did the rather destructive thing of aborting the patch stack for heads. That could be an explanation.
Under .steam / steamapps / workshop / content / 294100 / 2896673577 / textures / things / pawn / humanlike / heads / Bee and Bee_colorable delete all red colored alpha layers.
For whatever reason, roo's birthmarks and blemishes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2890180936
when set to vitiligo, will reveal the bug head if set to NOT_head in character editor!
Its not perfect by any means. the head is... slightly [SLIGHTLY] transparent
BUT it does the job pretty decently until that one facial animations biotech compat mod catches up with its updates!
https://steamcommunity.com/sharedfiles/filedetails/?id=2950353635
I've been told that the "RJW" mod can cause this kind of problem. If you have that installed I'd suggest trying to remove it. If you're using that and removing it fixes the issue then I'd suggest you talk with the RJW modders.
If you're not using it then I'd suggest trying to remove mods until the faces draw in the right order to home in on what mod or mod combination could be the source of the issue.