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I am making a Mod that involves changing the way Beads work, and I accidentally discovered an oversight you made. This does NOT cause an error unless a certain element of the Beads is altered in a sub-Mod, which I did. Implementing the suggested change would increase compatibility if anyone was to make their own Mod that depended on this Mod's assets.
You can find the discovery here: https://www.steamcommunity.com/workshop/filedetails/discussion/2567387768/3052863612128469785/#c3810655055441949225 .
I like the idea of the mod but I can't take my melee specialist seriously while wearing a horse mask
Thank you.
if yes;nice
if no; still nice
If the node existed in Vanilla but was otherwise left blank, this wouldn't be a problem. I'll see about implementing a patch by detecting Hats & Rags and work around it for now.
There's likely a few other mods which might suffer from the same.
XML error: Duplicate XML node name roleApparelRequirements in this XML block: <PreceptDef ParentName="PreceptRoleMultiBase"><defName>IdeoRole_MedicalSpecialist</defName><label>medical specialist</label><description>A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.</description><iconPath>UI/Roles/SpecialistMedical</iconPath><nameMaker>NamerRoleMedicalSpecialist</nameMaker><roleRequirements>
etc.
Horse mask can increase it, while things like commissar hat could lower mental breakdown threshold...
Like giving the chef toque to the patissier role or giving the shirt and tie for the trader role.
Additionally, a lot of these items don't appear to be available to leaders, but the Moralist and Specialist can wear them. This has resulted in my leader not being able to wear the Commissar cap on my Militarist faction.
I find it lacking that we can make treehuggers in the game but they don't have their own specific style. Closest is animalist, but you can make meat eating treehuggers so that's conflicting.
If there are plans, my personal suggestions are: Treehuggers (I don't know a good name), Shintoism (IRL religion), and Industrial (Steampunk if you wanna push it).