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Log:
https://gist.github.com/HugsLibRecordKeeper/ba1ac1b98da96295e705553bd4617b3b
About Abomination. You can force the colonists to fire and engage but it's not done automatically; not a big issue but it asks for some monitoring. Perhaps if you can check for that you can also register it as part of the Entity menagerie, that would be a plus.
{LINK REMOVED}https://gist.github.com/HugsLibRecordKeeper/489f0caab3db5069a6ee5d9c8758ebb0
i have the same issue as already mentioned here in the comments. I do like the abominations, but its really pretty annoying that theyre not recognized as hostile.
(not recognized by turrets, not automatically attacked when drafted, not proberly attacked by vistors even when theyre directly getting attacked)
Is there any workaround for this maybe / any known fix?
My autohaulers didnt have this issue still, so i think something wacky may be causing something.
I pasted the error output here for Millie - https://wtools.io/paste-code/bGSE
I also did not assume it could be this one as it is event based, but something is broken with it in 1.4.
Mlie will sooner or later fix it, because well, thats how he rolls, but for now do not use this
It also seems to have been responsible for an infinite initaction loop for a non-existent pawn; in the log below (from a save with multiple other mods), not only was I unable to accuse/execute a prisoner, but the log is spammed with failed job attempts for a pawn called Kaleun.
see https://gist.github.com/HugsLibRecordKeeper/ddb74a3762f15059031249223fbaa28f for a brief example; in game, the debug log spammed this hundreds of times in a few seconds before suspending logging; once the log was cleared, it was immediately respammed.
There is no pawn in the world called Kaleun, and clearing world pawns didn't resolve the spam. Removing mo'events did however.
In case you'd like to take a look here's the logs:
https://gist.github.com/HugsLibRecordKeeper/4cf76f3a028b85d7b315b3a06e9f1ca4