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from a tyranid 40k main
here is a hugslib log https://gist.github.com/HugsLibRecordKeeper/8e367545925985440d0ea995e13e120b
To save you time big mod list it starts the error log at 6376
Might this just be a false error or is it a problem that will cause problems whit my new save?
I will reinstall the mod and get you a save file if needed.
Thats where Google can come in Real handy!
no logs?, literally nothing i can suggest without em!
well i Think i see the issue, your using mods that havent been updated for 1.5, im afraid i havent pushed the updates for the Xeno subrace mods (Tau, Eldar, Orkz)
can you generate a hugslib log after attempting to gen a new world? probobly shed some more light on whats happening.
@IJHicks
apologies, thought id replied.
Thats a bizzare issue, im not seeing it on my end, any errors popping up? as above a hugslib log generated after youve triggered it might shed more light on the situation.
while i do have lots of plans for the nids, thats pretty unlikely im afraid, i Really struggle to work out how they would even function as a playable race in rimworld.
Nids dont really do Colonies, and as a colony simulator, alot of rimworlds `normal` gameplay loop doesnt really apply to them(Social, Plants, Animals, Crafting, Mining, Medicine, Cooking), they dont recruit people in the traditional sense, they dont deal with diploamacy or trade. All you can really do with them is wipe everyone out, and personally i feel thats better left to an RTS game, not to say it will Never happen, but its not likely to be any time soon......probobly when ive run out of Other things to do(if i ever get that far....).
Genestealer Cults on the other hand are Much more likely to show up at some point, just a matter of textures.
Pawns, animals and weirdly doors disappear unless the camera is at a specific zoom and location in relation to said things.
Thought it could be an issue with other mods, so stripped it all the way back to just the, Core, Factions added and adeptus armoury and this mod and it still happened, removed this mod and pawns all appeared back as normal.
own mechanics
not yet, but getting there- might have gotten a mite distracted adding some stuff, updating older systems, removing some now redundant code, redoing some textures
just testing the factions at the moment, making sure all their mechanics are functioning correctly
This mod specifically, or the armoury? if its the latter, are you using dual wield? if so, my version or roolos?
theres no real Need to, you can disable unwanted factions via the mods options, or remove them from the list of spawned factions at the start of a new game