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https://pastebin.com/8yNU08Pv
https://gist.github.com/3723d32d50ea243b931009b3d37a94b5
This is definitely some sort of conflict. Double-clicking works fine for me with only CF installed, and CF doesn't change the camera's behaviors.
Consider sending a log for me to look at. This guide will explain how:
https://steamcommunity.com/sharedfiles/filedetails/?id=725234314
RegenSideEffect was moved to a different namespace. Though you can remove "Class="CF.RegenSideEffect"" from that li completely, and the game will just infer it.
<comps>
<li Class="CF.HediffCompProperties_HealPermanentWoundsConfigurable">
<regenHediffs>
<li Class="CF.RegenSideEffect">
<!--Any Hediff can be used, even custom ones-->
<hediffDef>Anesthetic</hediffDef>
<severity>1</severity>
<isGlobalHediff>true</isGlobalHediff>
</li>
</regenHediffs>
<regenInterval>1~5</regenInterval>
<!--A day-->
<regenIntervalTicks>60000</regenIntervalTicks>
<injuryRegenListMode>None</injuryRegenListMode>
<usesBeforeExhaustion>-1</usesBeforeExhaustion>
<canHealDestroyed>true</canHealDestroyed>
</li>
</comps>
Thanks for the quick response! "Ugh, transpiler" as I've heard a few people say. I figured there'd be nothing easy about it. Thanks for looking into it all the same. I have and will continue to mess with the lifeStageAges and other HAR stuff (minAgeForAdulthood, etc.)
CF.HediffCompProperties_HealPermanentWoundsConfigurable ... it can't find CF.RegenSideEffect.
The vanilla hatch function doesn't return or store the hatched pawn, so modifying it directly would require a complicated Harmony transpiler patch. I will try to look into it, but no promises. You could try messing around with the race's lifeStageAges, but I don't know what effect those will have.
When you say "regen code", are you refering to CF.HediffCompProperties_HealPermanentWoundsConfigurable, or to CF.CompProperties_SelfRepair?
Pawn hatcher - in 1.3 they pawns spawned as adults, in 1.4 as babies. It would be great to have an option to specify what age the pawn is "born" at ... babies are good for many races but for several races (Automatons, Folia / Potatoid / Deathkap) it would be really useful. I'm not sure how complex or feasible this is, though, or if there's another way I can specify it. I've tried all the settings in Humanoid Alien Races to no avail (granted it is still being actively worked on, so maybe those features haven't been fixed yet) ... just thought I'd report the difference in behavior either way.
Regen code: I'm updating a race mod that uses the regen code, it appears to be correct comparing it to the wiki but it can't seem to find the class. Did the name change, or something else I need to know?
Thanks!