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I can't promise that it's ready at release but I will try.
That said, the root cause of the bug appears to be sharing a workbench with EPOE Forked. If you select this mod's own workbench in the settings, the bug should disappear.
That's what happened for me, anyway - and I saw the same thing mentioned earlier in the comment section. Weird stuff.
Open in Settings, check of which mod the organ workbench should be used to create evolvedOrgansRedux implants.
HugsLog: https://gist.github.com/HugsLibRecordKeeper/e04dfc6fd3553b968e913d85d9bcef70
Thank you for all the work you do making and maintaining your mods.
2) Listing everything present in the mod would take a whole document.
3) The dude has a job now and the mod hasnt been updated since the 7th of May, which was 129 days ago.
Long story short get off the dudes back.
What I don't understand is: and you're not willing to put a couple of minutes of work into the workshop page after that?
I mean, do you seriously expect that people download the mod, start up the game, load up a colony and then dev mode to see what the mod actually does? I mean, what is the thought process behind "I don't put information about the mod in the workshop page" like?
reactive shimmerworms bug out majorly printing like 1500+ log error a second posting draw errors
[Combat Extended - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/HediffDef[defName="EVOR_Hediff_Brain_ReptilianFrontalCortex"]/stages/li[1]/statOffsets/MeleeDodgeChance"): Failed to find a node with the given xpath
[End of stack trace]
I have this error: EvolvedOrgansRedux : AddDefsForEachModdedRace
Problematic race: BS_InsectoidHumanoid_FourArmed
Basically, the "Tail" and "Back" parts have a tag called "MovingLimbCore". Since pawns have a tailbone and a back, it essentially treats these as 2-3 (Tailbone, Upper and Lower Back) extra legs. So they move around like inchworms. How horrifying.