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I might be able to find time to poke around and fix the current bugs if they're minor but I can't promise anything.
Thank you for the heads up! Unfortunately I'm busy with college classwork atm so I won't be able to fix it immediately, but I do plan on updating Scary Monsters once I finish with all that.
=== Scary Monsters (Physical Mutation) Errors ===
<...>\steamapps\workshop\content\333640\2220691205\DinosaurSnout.cs(224,38): error CS1739: The best overload for 'BloodsplatterBurst' does not have a parameter named 'bSelfsplatter'
== Warnings ==
<...>\steamapps\workshop\content\333640\2220691205\DinosaurClaws.cs(30,15): warning CS0108: 'DinosaurClaws.ActivatedAbilityID' hides inherited member 'BaseMutation.ActivatedAbilityID'. Use the new keyword if hiding was intended.
<...>\steamapps\workshop\content\333640\2220691205\ScaryMonsters.cs(42,11): warning CS0618: 'IPart.Name.set' is obsolete: 'No longer settable, reads from Type of Part - Will be removed Q2 2023'
<...>\steamapps\workshop\content\333640\2220691205\DinosaurTalons.cs(38,10): warning CS0169: The field 'DinosaurTalons.FlyingTarget' is never used
I want to qualify my praise- saying that this mods tile work fits the general theme of whoever does/did the tile work for this stupid game.
The tile work in Qud is a crash course on empty space and giving barely enough detail in the amount of room an ant couldn't live in.
I based the idea off a power from Jojo's Bizarre Adventure that lets a guy turn into a dinosaur, I also just really like dinosaurs. Those are my reasons.
Also, Fire Breath is something you can have in Vanilla Qud! Just pick the "Flaming Ray" mutation and set it to emit from your face, have fun!
That is a pretty good idea! I tried something similar for the first version of this mod but it uhhh, caused some issues so I scrapped the idea. I might return to the idea of NPC raptors in the future though, depending on how much free time I have to cobble something together.
<...>\steamapps\workshop\content\333640\2220691205\DinosaurTalons.cs(268,89): error CS1503: Argument 9: cannot convert from 'XRL.World.GameObject' to 'System.Predicate<XRL.World.GameObject>'
<...>\steamapps\workshop\content\333640\2220691205\DinosaurTalons.cs(371,89): error CS1503: Argument 9: cannot convert from 'XRL.World.GameObject' to 'System.Predicate<XRL.World.GameObject>'
== Warnings ==
<...>\steamapps\workshop\content\333640\2220691205\DinosaurTalons.cs(32,10): warning CS0169: The field 'DinosaurTalons.FlyingTarget' is never used
Update broke the mod
When you transform you gain Night Vision and Carnivorous, those are the only basegame mutations that Scary Monsters comes with. I didn't realize I forgot to add that to the mod description till now, thank you for pointing that out. I'll update the description asap!
Thank you for commenting about this bug, I'll try to have it fixed as soon as possible.