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
- Remove Hediffs on Removal : Hediff Comp that causes other hediffs to be removed when the parent is removed. Can be limited to specific body parts if needed
- Add or Append Hediff on Ingest gained finalRange, a range of severities which the final hediff severity must be between. If the ingestion would not alter the severity, then the range gets ignored
- Add or Append Hediff on Ingest : Ingestion Outcome Doer that adds and/or alters the severity of the specified hediff. Unlike vanilla's IngestionOutcomeDoer_GiveHediff, this allows for negative severity change, and allows you to differentiate between initial and added severity
- Layer Conditional Stat Affecter : Conditional stat affecter that checks the world layer the pawn is on. This is also in the map and generic multi conditional
- Destroy Filth : A new ability comp that destroys filth
- Destroy Items : A new ability comp that destroys items. It can also technically destroy filth, but doesn't have any special options regarding that
- Severity per Interval by Terrain : An expanded version of vanilla's HediffCompProperties_Pollution
- Add Things to Inventory can now make items spawn equipped if the pawn is capable of equipping it and has nothing in the way, and gained tryEquip which can be set to False to revert it to the old behaviour
- Remove or Damage Parts gained removeCount and damageCount, which limit how many items from the respective list can be picked
- A few bug fixes
I could test this too and see if it works for me. Make it two data points.
From
FemaleBodyVariants
Scrubdaddy's bodies
EBSG Framework
To
EBSG Framework
FemaleBodyVariants
Scrubdaddy's Bodies
And. Yes. It seems to work (At least at the moment). Nice find!
The cause for me was Scrubdaddy's Bodies and FemaleBodyVariants. It only occured when the load order is
FemaleBodyVariants
EBSG Framework
Scrubdaddy's Bodies
OR
FemaleBodyVariants
Scrubdaddy's Bodies
EBSG Framework
As of writing this, I discovered it's just FemaleBodyVariants and EBGS Framework. Loading FemaleBodyVariants BeforeEBSG Framework causes the error for me.
Simply loading FemaleBodyVariants After EBSG Framework fixed it for me
Very similar to Einkil's problem, and just started happening after reloading the game about 30 minutes ago.
https://images.steamusercontent.com/ugc/14379536938309682397/13CAF524AF0DEE4133CDC2492E689D2336D41F1B/
Pulling out your xenotypes didn't clear it up, but removing highborn and your framework ultimately did. Didn't want to go that route as my main pawn has a few genes from it.
I played for maybe 4h hours or so, closed shop, came back today and
When loading the save it would fail to generate the map entirely (but world worked, it just failed to load all assets for the map), and would spam the log with EBSG framework errors.
Removing
EBSG Framework
and
Beliar Xenotype https://steamcommunity.com/sharedfiles/filedetails/?id=3237072670
Det's Xenotypes - Brawnum https://steamcommunity.com/sharedfiles/filedetails/?id=3429572581
Highborn Xenotype https://steamcommunity.com/sharedfiles/filedetails/?id=3380776687
(By DetVisor)
Seems to have recovered the save (which I didn't expect to work)
I run quite a few mods, however, so it could be some conflict, and is perhaps not any fault of this framework.
I posted the player.log to pastebin. I have saved copies of the saves as well, so I may be able to test if you want
https://pastebin.com/gFgm7jKe
I was looking at the Beliar Xenotype mod (which requires this as a dependency) and it is specifically listed as being compatible on the SupportedThirdPartyMods.md list, even though EBSG itself isn't. I can't be certain since I haven't looked at the code, but if a mod that depends on EBSG was specifically listed as being compatible it'd imply that EBSG is considered compatible as well.
I'm sorry ignore this. I validated my files and turns out i shouldn't have trusted steam when it said it "updated and downloaded workshop content" orz
- The ability validator can now invert the results of its time, light, and body size checks, and can now also check the current season
- Dynamic Resource Drain/Regen conditionals can now invert the results of their time and light checks, and gained checks for the day of the year, day of the quadrum, and the current season
- Conditional Stat Affecters involving time, light, and temperature can now invert those results. Conditionals based on the current season, day of the year, and day of the quadrum have been added, along with a new time multi conditional for doing multiple time related checks at once
I've tried several tweaks, but can't get it to hide excess skin genes. So, I figured I'd ask if this feature is working correctly in 1.6 or if it's a skill issue on my part...? |'D
- Flexible Entity Releaser : Allows for the creation of traps similar to the wasp trap using only xml
- Give Multiple Hediffs and Hediffs on Removal gained skipExisting, which allows you to tell the comp to just skip the hediff if it already exists instead of changing the severity
- Alter Xenotype on Use by Severity gained initialSeverity, a special list of XenotypeDefs and float ranges used to set severity on first use
- Some bug fixes
And sorry for bugging you