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In the future, the craftable pawn framework will be opt-in only. You will need to add a DefModExtension called CF.HatcheeForcedPlayerFaction to all of your hatchable ThingDefs.
This change has not been applied yet, but I wanted to notify you in advance since your mod will be affected by this.
Let me know if you receive this message, and thank you for using the Community Framework.
@arget03 Use the "Biotechnology - Auto animal patch"
i'm aware they serve two completely different purposes, but being able to produce any animal you want, then immediately break it down to be used in horrific experiments... well, it sounds very Rimworld, but i'm worried that it may break some of the built in balance that VGE tries to implement.
I was wondering if anyone has had any experience using the two together yet, and what their thoughts were
Getting an error message from CF due to a define, and I'm actually okay with having the animals be wild upon spawn.
You might even notice in the picture a QEE vat in tandem.
Cool flame, tho.
Hmm and my only rooster did just get eaten by a fox...
Very neat concept, definitely curious to see how it all works out.
@Venusgate My take from it
1. Any Meat + Neutramine = Animal
2. Without the community framwork mod I'm guessing they would be
3. Meat in game works basically has a "meat" label so anything with a meat tag should be accepted if that's how the recipe is set up.
1. Does this generate meat, or just equivalent exchange meat in bills to birth a new creature?
2. Are new creatures wild?
3. will bills take any meat type, including modded ones? I am thinking this would make an interesting companion mod to Kit's Power Protein