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@|dvh|: The newer Springhare Race mod has been updated to 1.3 now, should have roughly the same features and can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2532963782
*sees your name*
*snorts laughter, repeating tea issue*
The new Springhare Race Mod can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2532963782
Will be uploading as a new mod, and keep this mod on the workshop when I upload (Within the week) to avoid breaking saved games: The changes are large enough to cause issues with game saves.
@Chachbe: Thank you so much!
@odaswifteye: Diabisi is a species based condition that affects how Springhares adapt to their environment when off space habitats (such as rim worlds). Sadly my lack of coding skills led me to implementing it in a very un-ideal way in this mod, something I intend to either fix, or remove entirely for now. In theory serious things would happen in full display, but it was never put into the code due to my not knowing how to do such, and due to the timescales involved being potentially multi-generation for it to happen. I appreciate you taking the time to investigate this, however!
Near Full Display i've never seen in action and it sounds like serious things would happen to a pawn that has it but if I apply it to a character through character editor the character does not change as implied in the text.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
<humanRecipeImport>true</humanRecipeImport>
It will then fix all missing surgeries.
Issue didn't occur with a bare bones list of just races and frameworks. Re-added Individuality and it started showing up again when re-rolling pawns.
Should have suspected the trait mod in hindsight.
@Voldrath As above, unable to reproduce, able to get a game log for me to look over? Also, are all mods (especially race mods) 2.2 compatible? Thanks for letting me know about the -50%, you are quite correct! This will be corrected shortly.
@EvilCor I'll look into it when I get some time, thank you!
Followup to @Krazyfan1: Can you give an example of the modded plants you wanted them to eat?
@Tnomic: In theory prosthetics should work, and there have been graphics made for the tail bionics/archeotechs (including the first bonewood graphic) but alas, for some reason the tails didn't seem to carry through yet so it's entirely possible I've got an issue. So far I've not had any problems sticking various things into Springhares(!), but I'll do some checking. It's something I need to work on in the next couple weeks, I agree!
@SupersuMC: In theory the Space Springhares should work alongside all other race mods, and I've been test-playing them with a *lot* of other races (I do love adding variety!). So they should work fine, if not please do let me know!
Krazyfan1: Thanks! That's a good point! Currently anything that's tagged as "VegetarianRoughAnimal" is edible, which covers a wide type of food (weirdly it also cover simple meals even if they contain meat, oops!). I'll check to see about adding more food tags. Are there any mods in particular you were thinking of that I can check for its tags?
since they are herbivorous, would you be able to make it so that they can eat modded plants as well?