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Also, I was hoping you would tone down the spawning rate of the Flaggelant Hood for Factions that aren't this one. It's all over the place.
Just seen someone talking about the pink box problem said its because the armors.
Im not sure really what to do here, the high value is connected to the insane amount of materials needed for creating them i think. (10000 stuff for the commander-armor for example). One thing would be to force them to be biocoded but that seems a bit strange for this faction to be able to use.
I didn't go through the entire list of apparel, so I don't know if the Commander armor was the only outlier.
But this is not selected explicitly, the guns just inherits the BaseGun-def witch is Industrial. Im not sure if the "steampunk"-like guns can be classified as Medival though.
The purple squares I cannot reproduce, Ive spawned all pawns from the faction and noone has any graphical glitches.
Can you reproduce the error if only this mod is loaded?
Also the previous error message, only appears on startup with DevMode ON
I removed the mod, then added back in exactly the same order. Now its throwing up these errors at game launch
'Tried to use an uninitialized DefOf of type SoundDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead) Debug info: DirectXmlToObject is currently instantiating an object of type
Config error in Harrowed: permanentEnemy has a startingGoodwill defined
Config error in Harrowed: permanentEnemy has a naturalColonyGoodwill defined'
FactionDef Harrowed must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Harrowed Light (Continued).
Verse.Log:Warning(String, Boolean)