Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Probably some other modder patched those weapons into the pawnkinds. Or something broke. But usually it is because of patch-mods.
@Amko [He/Him]
Metamorph morphs the race under certain circumstances. Retromorph is the same thing, but only triggers on genes with a description like "morphs down". It is basically for creating 'young' stages of xenotypes.
@radm.botalov07
It is in: "1.5\Main\Source\BetterPrerequisites\Genes\Unliving\ReturningSoul.cs" Line 216.
Raiders who aren't giants, warcaskets, or anything of that nature.
Raiders who can use these weapons regardless.
Unsure what's causing this, are there any known compat issues with Simple Sidearms, maybe?
Yes. The gigantism gene refers to medical gigantism, e.g. real-life Andre the giant.
A human with gigantism is certainly big, but the giant weapons are more "combat-mech" sized weaponry, or swinging literal trees at foes. :)
@Grazal Thruka
I don't really see HAR or B&S in that log, or any indication it would be at fault, but if you're certain the issue is HAR I'd suggest checking on the main rimworld discord where Erdelf, etc. are frequently active. :)
Seems it was a conflict with Humanoid Alien Races, Logs saved here
https://jpst.it/4fWhG
Make sure you've got latest files etc. (Verify files) I had a look before, but could not replicate the issue on my machine.
If it still doesn't work I'd suggest trying it without mods. If that works, try adding mods back until it breaks.
If you can figure out some combo of mods breaks it, please post the full logs (e.g. via Hug's Log Publisher), and I'll see if it is something I can fix on my end.
@CombineElite19
Might be worth talking to the author of the mod in that case. They might be looking for legs that don't exist, in which case it is probably fairly easy for them to skip adding pant-legs to legless creatures. :)
You are trying to solve the symptom, not the problem.
If the pink square disappeared after undressing then what kind of clothing was it?
Which mod was it from and are you using any other body mods?
Are you using a mod that gives pawns legs?
Are you using visible pants?
There is many reasons for why this might be a thing.
How many mods do you have active?
It took me 4 afternoons to get a 320 mods list to work properly.
The vanilla icons suffer from extreme same-face issues.
Some coloring would also go a long way.
I changed them in my folder and the icon for the Lycan gene
makes for a fantastic icon for the Xenotype.
@Vulkandrache
I preferred that too, but a lot of people think sticking to the vanilla style is what is most important.
@NihilRetnar
Not having a mood is a vanilla feature in Anomaly nowadays, so if they don't support pawns without a mood they presumably get errors with some Anomaly content as well.
@Tathar
It was in briefly, but it was a bit overkill to have a gene just to override the skeletal gene.
@Commander Cookie
I don't handle CE compatibility, I'd suggest checking if someone from the CE team feels like fixing it.
@Bays
Rimworld is a bit prone to random pawn generation issues itself sometimes. I'm not aware of any specific issues related to this mod at the moment. There isn't particularly much I do related to that in general.
Its basicaly the game go-to if something isnt right with the graphics.
You will also see this in for example genes that dont have an icon.
Are they wearing clothes that they shouldnt (be able to)?
Ive seen this with backpacks a few times, the CE one's especialy.
Not only did they look better they were also much clearer in what they were supposed to be.
The main canidates are the Dracul, White Rose and Lycan.
The Half-Vampire needs to be changed.
These robed faces are terrible.
i run a fair amount of mods so i'm sure its a conflict just wondering if anyone else has it and/or fixed it.
They should all be using Ludeon's method which checks the "countsAsClothingForNudity" tag on the clothing
For god knows what reason they apparently DLC-locked that check though.
I've not gotten around to it yet.
@eanstaco
I'd suggest verifying your files. Likely something with your modlist is broken.
@lostinwm2004
No idea why that patch would fail, but I guess it just means the max output size will remain 5. Either way all I touch in one line of XML for max stack and it seems strange that would break something.
If you can provide a log file I can have a look.
@Vulkandrache
I believe I set it so genes _not_ part of the current xenotype have saved.
The system for triggers could probably be expanded on if there is enough interest.
@Rat Catcher
I'll make a note about it for 1.6.
@girlthing
Noted, I'll have a look. :)
So just including what I believe is important.
XML error: Duplicate XML node name designatorDropdown in this XML block: <ThingDef ParentName="FurnitureBase"><defName>VNPE_NutrientPasteFeeder<
A lot between these lines and more after.
<pipeNet>VNPE_NutrientPasteNet</pipeNet><maxOutputStackSize>50<
No error code when I strip down mods to those below but same error i detailed below. The stack size is what jumps out at me.
Do they save a list of genes the pawn had so they are still there after transforming back
or do they simply switch between 2 Xenotypes?
Is it possible to keep track of two seperate gene lists so you can have a
Jeckil and Hyde style pawn with only one side having say Incorporate?
And is there a chance we can get this kind of gene with transformation after lovin?
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Big and Small - Framework
Vanilla Expanded Framework
Vanilla Nutrient Paste Expanded
Started a new Mechinator play through with Transhumanist Ideology.
Built the grinder a vat and pipes. Built the feeder and set it to 0 before connecting it. It was built with a default max of 10. Once connected it generated 10 paste meals (set at 0).
Built second feeder.. this one came in with a default setting of 50, (All feeders after the first had default of 50). I set it to 0 and connected it to pipeline. It generated 10 paste meals.
Built another feeder directly connected to pipeline came in with a default setting of 50. it generated 10.
I would note that I was able to lower it down below 10, but not raise it back up over 10.
I can work around the feeder issue. Was just my favorite way to keep my animals fed. I didn't catch the issue until my pack animals started starving.
The issue should be fixed now. Get latest of the framework. :)
Thanks. I've managed to reproduce the issue. I'll look into a fix. :)
The mod list I used is:
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Big and Small - Framework
Big and Small - Genes & More
With this mod, I created a xenotype with following genes:
Large Frame
Spider-like body
Four arms
Cell-stability pandemonium (Just to increase efficiency so it would let me make it).
I started the game and hit one of my colonist. After a few second it started spamming "X is fully healed."
I hit enough times to knock him out, rescued him and still cannot tend to him with my doctor.
It only changes the max to 10, and it is to enable giant pawns to grab more than one meal at a time.
@Snippy
I've not managed to reproduce it, can you supply the exact reproduction steps with as few other mods as possible?
I tested with and without HAR, it seems to be working the same either way.
Its no big deal, just thought I will provide additional info in case it might help you find the issue. Thanks for the mod!
This is the best mod for the game, hands down. I cannot believe how much more engaging this has made the game. Base game, genes were a tedious way to mildly min-max pawns, and that always came second to gear.
With this the entire game becomes about customizing and bending your pawns form to suit their role, and genes can replace gear entirely.
I cannot describe how much this sucked sucked me back into the game. Insanely good mod.
Also noticed in testing that if a pawn starts below 90% sensitivity the genes will forever not work even after changing the pawn's sensitivity through traits, genes, and gear.
I just found it funny. ^_^