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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559677674
Personally haven't seen the issues listed on my plays in 1.2 that this mod fixes but I'll see if they're present in my upload for 1.3
@Demonlord09
you kind of need the androids mod itself to be updated first before asking for a 1.3 update here
( engineering / medical and chef droid are fine) any help ?? I dont have active original android expanded - only req and this one
@TheCrassDragon - they don't look the same in my games, they do look slightly similar though
Exception ticking Droid 0 (at (130, 0, 106)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch6(Verse.Pawn)
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch2(Verse.TickList)
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.TickList:Verse.TickList.Tick_Patch2(TickList)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch6(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch1(TickManager)
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Update()
Posting it here cause the main page appears to be unresponsive to comments.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2504329998
@Red-Eyed_Fairace - I just checked the code and in game, the wardroid should be able to wear shield belts and chemfuel generators. Is it working for you?
1. hediffs such as plasteel skin (for androids) lack a market value, so if you view their info card and try to get details on their market value breakdown, it errors like crazy.
2. sometimes you sorta cheat your way out of flu (and other illness) incidents, because the storyteller will pick a few pawns at random and include the droids. But they can't actually get sick so nothing happens.
and not really a bug but a nice bit of polish would be 3. If "heatstroke" could be renamed to "overheating".
@bearhiderug - I'll try to look into it, have you faced any issues running this version of the mod and that mod together?
<uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
how do I prevent this?
@Sgt.Apples if that's the case, I miiiight be able to implement a fix, but it'll take a while since I'm super busy with school :(
i guess it's because the mod tries to give them some sort of beard.
@Sgt.Apples - I've never had that issue, is it a problem with vanilla hair expanded?
I've never experienced this with the base mod, so I can safely say it's something that has to do with the coding from the precursor of the expanded mod.