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If the multiplayer guys are willing to help out a bit from their end as well, then I can look into it. :)
@Ranger Dimitri
Nal's mod should let you disable FA mods for HAR races already if the mod in question is using a non-gene-based race.
The Spacer Unisuit rendering larger sounds weird. If a regular-sized pawn is wearing it then my render-scaling stuff shouldn't be doing anything.
@Aitor
It is harmless, but if you edit any setting in the mod options it will go away. It is just a typo from an old version of the mod.
@Orcwave
Some of the short-lived genes apply that. It is a health-system of sorts to make sure they actually die of old age eventually.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ScribeExtractor:SaveableFromNode<BigAndSmall.BSSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<BigAndSmall.BSSettings> (BigAndSmall.BSSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<BigAndSmall.BSSettings> (BigAndSmall.BSSettings&,string,object[])
Verse.LoadedModManager:ReadModSettings<BigAndSmall.BSSettings> (string,string)
Verse.Mod:GetSettings<BigAndSmall.BSSettings> ()
That is in gene extractor tiers. And yes. You can set the chance of the megapacks to 0% if you don’t want that. I think their range is 4-16 genes.
Was that just something incredibly unlikely, or some sort of bug in the newest update? It's not gamebreaking or anything, but it's a bit silly that a pawn can get almost their whole genome extracted in one pack.
I did look into fixing them at one point before, but iirc. the nugget the multiplayer discord guys suggested I should use wasn't compatible with my project version (my project was too new) and iirc. I didn't get much follow up when asking how to proceed from there, so I just dropped it
I think the desyncs are mostly minor stuff with UI (e.g incorporate popup window). If the devs behind the MP mod are willing to help out a bit from their end I can help out from mine.
Very thanks
Should be fixed now. :)
I'm working on a bit of a restructuring of the framework, but I'll note it down and have a look once that is done. :)
@Reidlos
Thanks. I'll fix it in the next update.
@Black Dog
Maybe. It will probably require some patching, but I'll put it on my to-do for later. :)
Anyway very thanks making such a wonderful mod.
the mentioned mod link:https://steamcommunity.com/sharedfiles/filedetails/?id=3425888442
This is clearly causing flames to explode out of everyones computer /s
but figured id let you know. was cleaning up mod startup of everything i could and notify everyone of all the things, big or small, and well, BIG AND SMALL has a SMALL fix :)
Awesome mod and all others that build on it. Would it be possible to modify it, so bigger races can grab more than one meal from the nutrient paste dispenser? Im having issues with them getting hungry again and again just after walking away from the mealroom because the would not fill their belly
Thanks. ^_^
@PIaceholder
That probably depends on the pawnkinds. I doubt I stop compressed raid from doing whatever it wants to.
@Flesh Forge
Thanks, nice to hear that it is appreciated. :)
It is harmless, but you can go into the settings menu edit literally anything and save and the warning will ago away. It was just an old typo that was fixed quite awhile ago.
@Vulkandrache
It is a prototype aging system which is off by default, excepting some aging genes which turn it on for that particular pawn.
Think of it as "Time Kill", except a bit more advanced and without being a literal death-clock (pawns still die to preventable causes and you can make someone immortal via bionics).
@oinko sploinko
I'm not sure what the use-case for that would be. Are you sure you don't want a shape-shifting gene or something instead?
@Zhugelaocunfu
I did fix some gene toggling behaviour that might have fixed the Imphille issue, but I don't patch for RJW itself. Best check with their mod team if they can help.
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><scaleBt>True</scaleBt></ModSettings>
"Red health" thing in my options.
It has your icon on it. What is that supposed to be or do?
I cannot find any documentation for it.
A - Has Psychic Bonding gene
B - has Parasitic Bond gene
C - has neither of these
A can bond to C, and then B can also bond to C. Did it always work like this or is this a recent change? C's Consciousness stat comes out to 92%, the modifiers just get math'd out normally, so I'm sure this is intended behavior, I just never had this situation appear before. Neat!
I liked the earlier behavior because if your pawn had Parasitic bond and Never Flirts, the pawn chose who to pair with deliberately, to go along with deliberately breaking the bond.
As last update of the Imphilee mod is in last year and the problem arise few days ago, I think maybe the update changed something here.
I would like to include a hugslib log, but not sure if I can post links here.
Without an error log neither Sarg nor I would be able to tell what the issue is. I'd suggest posting a log using the mod called "HugsLog Publisher" to both my mod and Sarg's.
@Flesh Forge
I guess I might add some NeverRomances stat. It is currently doing double duty where if it is 0% then Lovin is disabled to prevent Lovin with races that wouldn't be doing that. :)
@zerocola
You're welcome. Glad you're enjoying it. :)
@Kamisato Ayato
Is this with just my mods or others as well? If not check if some other mod (e.g. CE) might be the issue.
If it does indeed happen with this alone provide reproduction steps and I'll try to fix it. :)
Anyways, amazing mod. Just a shame that it doesn't seem to work anymore for me.
Ah, nice catch. That one the wrong class. I'll fix that in the next update.
XML error: <traitIcon>BS_Traits/tail</traitIcon> doesn't correspond to any field in type MovementExtension. Context: <li MayRequire="pathfinding.framework" Class="PathfindingFramework.MovementExtension"><traitIcon>BS_Traits/tail</traitIcon></li>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Using the experimental Fantasy renamer mod-option?
I guess that slipped by. Archite -> Magic. Architect end up getting picked up by accident. I'll see about fixing that. Thanks for notifying me. :)
I do have a bug report, this renames the construction tab to "Magicct" (with only this and harmony enabled, so it's not a conflict)
You can disable the generated races, but Erdelf (HAR) developer stated that he had fixed that, but I'm not sure if it is rolled out.
You can try the test version of HAR (it is on the workshop). If there are still issues I'd suggest checking with HAR first since Erdelf confirmed his fix as working before. :)
[Big and Small]: Found 74 AlienRace.ThingDef_AlienRace ThingDefs.
These are either from HAR races or B&S races automatically converted for compatibility.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Which mod is that from so i can pull it out in the meantime so I at least have something to do while HAR updates.
Last thing completely unrelated to my current issues, Where can I find an invite to the unofficial discord, every invite I come across is expired.
Try verifying files. There was an issue with HAR a few days ago.
There is still some issue with generated races but Erdelf is rolling out an update for that, which should go live today last I heard.
I'll look into the transmog issue if that is still an issue once Erdelf roll out his pending update to Humanoid Alien Race. ETA. Monday last I heard.
@Justin Biebe
Verify your rimworld files, you've got an outdated version of the mod. :)