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I recommend verifying file integrity and if the issue persists, try seeing if you can find the specific thing causing the thought in question (i.e. consuming something, interacting with a specific thing, etc). If it's something messing with the index without being recorded in the log, then you'll only be able to figure out the cause through a lot of mod removing and retesting, but if you find it's caused by a specific type of action or event, then a thought related to that may be the cause.
If the hemogen handling you're referring to is the offset and factor, that only takes effect when the game is calculating the max, which usually only happens during the initial adding of the gene and after deathresting.
Equipment restricting only does its heftier checks (looking through the pawn's genes) if there's genes in the database that restrict equipment which have been cached.
The hive mind stuff is handling by the genes ticking, so are physically incapable of being a performance issue without pawns that have genes that use that class.
As a toggle individual options for Enable advanced hemogen handling and Enable equipment locking and Enable hvie-mind stuff
https://gist.github.com/HugsLibRecordKeeper/37cc2afabcc3142eeefcc9f872f98e56
at CombatExtended.AmmoInjector.InjectAmmos () [0x00203] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at CombatExtended.AmmoInjector.Inject () [0x00001] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <46372f5dadbf4af8939e608076251180>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
[Ref FAD0AE7E]
at CombatExtended.Compatibility.VehiclesCompat.VehiclesCompat+<_GetUsedAmmo>d__6.MoveNext () [0x00170] in <485932aaaa914c63a107b16cc7e88ea0>:0
at CombatExtended.Compatibility.Patches+<GetUsedAmmo>d__5.MoveNext () [0x000b2] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00026] in
As for the error, I'm not sure what is causing that, but I recommend verifying file integrity because I'm seeing multiple errors before that final one that don't appear to be related to CE or this mod, one of the more notable ones being this [gist.github.com]. I'll tweak my code in here to reduce the risk of this mod making CE upset, but those other errors may also be causing issues
I was testing my homemade ce turret and i found this
it weirdly seems that EBSG framework has some problem in MakeThingPostfix and..isn't the framework just about genes?sorry for interruption but im really confused
Tried it without any mods except Slayer, Framework, Harmony and problem still exists. The log also has Hugslib to get it uploaded
Log:
https://gist.github.com/HugsLibRecordKeeper/c9c605b185b49d62af5af1337ab5c1d5
Really love the mod series and thank you for your work with it
You're Rimworld Jesus!
Related to the random severity thing, a minor update has been uploaded:
- Give Multiple Hediffs and Hediffs on Removal have the option to use a severity range instead of a singular value for their severity. If the value picked is at or below 0, then that hediff is usually skipped
- Create Other Hediffs can now use ranges for the initial and per day severities. If the initial severity is zero or lower, the hediff is skipped. Severity per day checks a new severityCondition node which which has the options of None (the default which doesn't do any checks), Positive (severity must be above 0 to take effect, and Negative (must be below 0)
- Give Other Hediffs Periodically also gained severityCondition and its severity can be a range
- Fixed a bug where equip restrict checked the wrong list when checking requireOneOfGenesToEquip. Technically not related, but who's keeping track
Unless the xenotype or any of its genes have the EquipRestrictExtension, my patch wouldn't do anything to it, and if any of those do have the extension it only messes with the spawned equipment so I'm not entirely sure why it would be yelling about the hediff adding check. I'm not aware of anything else in my framework that could cause those issues