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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2583236920
Please us this one instead now.
Menu works fine but the mod reboots to default values.
Could not find type named CompProperties_BiocodableApparel from node <li Class="CompProperties_BiocodableApparel" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Slight correction to my initial post: It's the shattered empire faction. The royalty added faction. It just happens to be coincidentally named Broken Empire in this save.
Dunno why it's doing that, though. Never had that issue until this save and I haven't added anything that adds new weapons that wasn't in previous saves where it was working. (did that sentence make sense? lol)
Thanks for the all the mod work
Naturally after studying expensive technology with the purchase of blueprints.
For now: happy new year!
https://gist.github.com/aed050f850cc2b7887dcbc16824d4153
Just your mod and nothing else relevant. I've put the all the sliders on 0.75. What I gather it tries to spawn a lancer with the charge lance as a bicoded weapon and it can not, because it's not a human like pawn.
Both the Empire Janissary and Cataphract pawns also spawn with charge lances. These have a chance of being biocoded by default.
That would mean something in the code makes an exeption for the lancer mech so it will never spawn with a biocoded weapon.
Anyways, as it stands, if you put your sliders anywhere that isn't 0, there is a chance that a Mechanoid raid will not spawn. Your method has to break something.
This mod only makes changes to the DefDatabase. There's no overwriting of code anywhere and the code to change the biocode is just a single line that only changes a DefDatabase integer value:
pkd.biocodeWeaponChance = biocodeData == null ? SquirtingElephantSettings.Settings.BCD_Other.BiocodeChance : biocodeData.BiocodeChance;
@Bear: Did you try deleting your settings first? I haven't played Rimworld in a while and the update to 1.2 was a bit quickly done.
Note that if you upgrade from the previous version, please delete the Configurable Biocoding settings in (for Steam Windows users) in this directory:
C:\Users\<your username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
If I find time I'll try to make a button to remove the biocoding from all weapons currently in the game. But I'm not sure if it's worth the trouble because any new weapons won't have it so it only affects existing savegames with tons of biocoded weapons already; otherwise I'll just add a text-line like you suggested.
Hehe, yeah RNG sometimes...
As I observed, the mod does not affect weapons already in the game. Maybe you should mention this in the description just for the sake of clarity.
I had the first stranger drop the one weapon that I desperately needed (chance maybe 1:100) and Rimworld kindly gave me the 0.1 chance for biocoding :D.
If they aren't saved for you, could you please make sure that you don't have any other mods that are causing serious errors first? Usually when another mod crashes, partial code of other unrelated mods doesn't get executed either. Could you maybe post me a pastebin link of your Rimworld Log?
This mod can be renamed to DISABLE BIOCODING