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This whole routine cycle can occur in 42 turns from starting precog/injecting sphynx salts, teleporting out, pop Quicken Mind, wait to end turn, Moths mutating gaze you, you teleport back into 3d Cobbled room, and meditate for 40 turns (I know the Wiki says like 34 turns but the mutation never occurred quicker than 40 turns after meditating). Rinse and repeat ...
The error was saying system.exception. something about steam workshop,
line 6:2 in creatures.xml
if you want to test yourself, just make a test character, the calm wish, then spawn a screen full of gamma moths and wish "deathgeno:gamma moth"(kills all of the set creature as though they have experienced a normal game related death, unlike the geno command which simply removes them and therefor cannot leave corpses) and you should get a corpse or two in there
butchering into a brain also seems to work fine and it seems to apply the default mutating effect as expected
I would like to say that, just because there is no longer an error while loading these mods together, that does not mean that they are *compatible* mods, and unless Mechanimist Genotype is updated to change the way it handles changing Mutating.cs, they will never be *compatible*. You will receive completely vanilla behavior with Gamma Moth Brains, and they will not respect the custom behavior from the other mod. The other mod shouldn't even have a Mutating.cs in the first place, it would make much more sense for it to use something like a harmony patch. BUT, they do load together now, if you're willing to accept them not being compatible mods.
=== Gamma Moth Brains 1.0.2 Errors ===
<...>\steamapps\workshop\content\333640\3363101094\MutateOnEat.cs(21,39): error CS0433: The type 'Mutating' exists in both 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null' and 'MechanimistGenotype.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
== Warnings ==
None
There we go, pushed that. Yeah, I clearly don't have a ton of experience modding stuff. I didn't even know that i could merge files like that. would have helped a lot with some stuff i scrapped a while ago...
Oh well! At least this makes it play way more nice with anything else that might edit gamma moths.
<object Name="Gamma Moth" Load="Merge">
<part Name="Corpse" CorpseChance="2" CorpseBlueprint="Gamma Moth Corpse" />
</object>
That's all you need in there. Copying the moth blueprint wholesale can lead to some conflicts and issues down the line. I already tested this change on my end so trust me when I say it works.