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Sure, I would like to see what you come up with when its ready :D
@Joren
Thanks, fixed.
It works perfectly for me.
The part that triggers your error just asks if the character is able to fight, is drafted, or is currently in combat. I don't really know how anything there could still be null.
Anyway, I added a few more null pointer catches, but that combats the symptoms rather than the problem.
I think something in your modlist might be breaking the pawns and my mod is just showing you a symptom.
Let me know if that change at least removed that error for you.
Exception while recalculating AV_Thought_Gene_EscapeInstinct thought state for pawn Phil: System.NullReferenceException: Object reference not set to an instance of an object
at AV_Xenos.ThoughtWorker_EscapeInstinct.CurrentStateInternal (Verse.Pawn pawn) [0x0009b] in <87200279860146fe813a70e59f3e243b>:0
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00010] in <69945a8ed6c540cf90b578de735e0605>:0
at (wrapper dynamic-method)
theres more to the error but character limit prevents the whole thing.
I totally forgot about slavery precepts. I have added your suggestion.
No, the Ideology DLC is required by this mod.
I could recreate an error like yours (when putting a pawn with a broodmother gene into a stack).
My mod still tried to change the eyes and beard, while AC's cortical stacks don't have a proper body.
It should be fixed now.
https://gist.github.com/HugsLibRecordKeeper/4facb1391d23906dbbd890519fb1159f
Here is a full hugs log, and the github for AC is public, I do not know if the issue would be easier to fix on your end or there end so I have made a report to both of you, sorry.
Still I appreciate the attempt, and really like your mods.
I've just added a few nullpointer catches to my code, so it should skip my Gene_PostAdd_Patch in such a case.
Please tell me if that helped.
But if something in there is null, that usually means you have something going wrong before the genes are added to that pawn.
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2DD84672]
at AV_Xenos.Gene_PostAdd_Patch.Postfix (Verse.Gene __instance) [0x0014b] in <8e8aec693a3a4785af5c720ae39aad2a>:0
at Verse.Gene.PostAdd () [0x00037] in <2a40c3593b334f29ac3cb3d32d652351>:0
I think its caused by the pawn in question not actually having genes...
"To completly control birthrates, they were deprived of the ability to bear male offspring, instead children of Slavants will always be clones genewise of their mother."
Also you are playing Rimworld, a game with slavery, murder, organ harvesting, drugs, forced impregnation etc.. I think sexism is something you should worry about the least.
Yes, I am still playtesting and refining it.
Although it's a lengthy process with just one person, as I'm doing real rimworld runs to test my mods (meaning colonies with 5+ ingame years of playtime).
Fun fact: the use of "Vanilla" in this sense AND the use of "Mod" both predate the personal computer . My grandfather knew what "vanilla" and "Mod" meant in this, because both terms were originally used for hot rods and machinery in the sixties.
Thanks for the clarification!
How much faster are crafty minds? What does being an especially adept mechanitor mean? What does bio adaptation do mechanically?
Hard numbers are nicer to read
Thanks, fixed.
I'm not sure what ‘vanilla rendition’ is, but there is a similar gene in integrated genes that was a requirement in a very early build of this mod and discarded as too basic.
But no, this mod's gene is not simply a copy. I'm not aware of any other modded gene that changes mood based on slavery or social status, completely blocks slave riots, or makes enslavement (breaking will) really easy.
It's not released yet (just like written in the misc-section).
A little preview for those who want to know what neurill is: Spoiler [i.imgur.com]
But I can't find that Mechtech mod under your workshop. Is it the Mechanoid Spots? The Mech traders?
Well done.