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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880879890
When using prepare carefully, the tail does not change color with the skin on character creation. But once my saves were created, returning to main menu and reloading made the tail the same color as the skin again. Not something that I think I can fix, but it doesn't really break stuff so I'm not concerned.
Wound graphics. Vanilla has wound graphics, which are obviously made for normal human pawns. I was unable to figure out how to change them or relocate them so they don't cause bloody wounds to just float off of a kobold's face. So the best solution I could manage was to find a way to disable them entirely on these kobolds. It's not ideal, but I at least would prefer no wound visuals at all than have a "missing eye" wound just floating at the end of their snout. Bionic eyes might still show up and if they do, they will float in the wrong place, sorry.
But I love this mod so much, also in what way is it not compatible with Biotech? This is the first weird incompatibility I've come across at all, and even then it's just visible
https://discord.gg/ncprGdtFWB
https://gist.github.com/76bf75f58372f4e592b39203161cbdae
Could not load UnityEngine.Texture2D at world/Venerek4 in any active mod or in base resources.
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.FactionDef:get_FactionIcon()
RimWorld.Planet.Settlement:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch2(UIRoot_Play)
Verse.Root:Verse.Root.OnGUI_Patch1(Root)
So maybe it could be a change in how the game paths to world textures or something.
I'm still running on 1.2, haven't updated.
I am very sorry for the inconvenience. And I thank you for giving my race a try, even though it didn't work out.