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
Config error in FSFAdvBionicEye: stages are not in order of minSeverity
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.DefDatabase`1<Verse.HediffDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass17_0`1<object>:<ForWorker>b__1 ()
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:InnerInvokeWithArg (System.Threading.Tasks.Task)
System.Threading.Tasks.Task/<>c__DisplayClass178_0:<ExecuteSelfReplicating>b__0 (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
This looks like some sort of mod conflict. The Advanced Bionic Eye does not even have the stages tag nor any sort of severity. Not on itself nor on any of the ParentDef's it inherits from. Those tags are typically used for temporary conditions like flu or malaria. I'm not sure what sort of mod would do something like this so you'll have to comb through your mod list to try to find the cause. It might be some sort of code based mod that decides when hediff's apply or how they're handled.
its also important to mention that even if it was fixed any kind of pain whatsoever would instantly down them which would not be good for any person with scars at all
I originally wanted to make it so people with the servitor module feel every bit of pain but suffer no side effects. However that's not really possible. Instead I decided to reduce pain to almost nothing in the same way go-juice does. I also increased the pain shock threshold to offset stats like wimp. The actual value is capped at 99% anyway so the actual increase is only 19%.
Thinking about it though I think I'll just remove pain entirely because the current setup isn't how I wanted it initially and its kind of a halfway measure. It'd be better if they straight up didn't feel pain from their injuries at least on the health panel where it reports the current pain level.
I looked inside the Bionics_Worktype xml file and noticed that the lifeStageWorkSettings are being patched to use the FSFBionics WorkTypeDef in both the caseTrue and caseFalse sections, but that WorkTypeDef is defined and used only in the caseTrue section. Removing the lifeStageWorkSettings patches from the caseFalse section made the errors go away and kids are being generated without issues now
Sorry about that, I've uploaded a fix. Thanks for the thorough report it made it quick and easy to fix.
That item was previously the Psychic Heat Sink and is now supposed to be hidden and unobtainable because its obsolete. I guess its pulling data from one of the parentdefs. As far as I can tell from looking at the xml the install recipe should work fine so I'm not sure why it isn't.
The item itself is removed in the upcoming 1.5 update. For now if you aren't adverse to using dev mode I'd suggest destroying it and spawning in the vanilla Psychic Sensitizer. I might look into fixing it later but I'm busy with updates at this time.
The resurrection core uses the Vanilla Expanded Framework for its effect. I'm afraid that's something that will have to be fixed by the Vanilla Expanded team.
Launched game with this mod as the only one active (besides DLCs) and dev-mode completed research research and spawned bionics bench - still doesn't work. But in this clean game I can add bionic parts bills to fabrication bench, and in fully modded only to bionics bench.
After looking into it I found the problem. The task without the bionics worktype didn't have the bionics table listed as a bill source. I must have forgotten to change that one when I fixed the issue originally. I've uploaded a fix, unsubscribe and resubscribe to ensure steam updates the files. Sorry about the trouble.