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Ah, good to hear
Thanks for the reply, take as much time as you need
I think someone has already submitted the code to fix it, actually!
I just haven't had the free time to look over all the stuff lately, being a uni student and all.
I'll get around to it as soon as I can though!
also what ninja said, might be weird but i want a colony of humans and avalis. i like it when they get along....
Currently Avali are restricted from those factions meaning we can't have a diverse fresh setting of mix races with them included.
Is this intentional, is it a bug, or am I just unlucky?
I'm mid playthrough when adding the mod in. Amazing mod btw!
But my colony doesn't currently have an Avali present in the colony. That didn't stop my build menu from presenting me the option to build and research Avali tech lol
It would feel weird to have a tribal sergal do avali research.
Is there a way to make it so that the option to build avali tech and research avali tech is only unlocked once you have an avali member in your colony?
You're welcome.
And yes, you can change that in vine's settings
But I'm having another weird issue cropping up- I'm noticing sometimes in raids or random incidents I see Avali that are different xeno types. Is this intentional or something went wrong? I did some testing and I can confirm there's no mod conflict.
Also is it possible to make the Avali only appear in the mods specific faction? Instead of being something you see in every faction?
Is this an issue?
We focus on a lot more in-depth mechanics regarding the avali (eg. avali packs), while most of the other avali mods for 1.6 simply add the xenotype (which is better if you're looking for a lighter experience)
In the case of storytellers, those would be counted as non-Avali pawns, if that’s your question?