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@Jet Too clarify, yes you can remove this mod and Tenants should still continue to work. Just ignore the RimPy warning.
If anyone wishes to use my code for their own projects or whatever, feel free to contact me on my discord.
https://gist.github.com/HugsLibRecordKeeper/62321d4990ef57a38e8aaf656d93ac32
Basically: the pawn was a Frankenstein, which had the ability to steal one gene from a pawn/corpse and make it a xenogene for them. They also had the ability to incorporate all xenogenes into their baseline. However, every time I used the incorporate ability, the pawn would duplicate itself when I reloaded my game save; I would have an identical pawn who had the xenogenes "incorporated" but not visible as baseline, and I would have one pawn before everything got incorporated. The new pawn would function and behave like any other pawn, but if I drafted the dupe/original pawn, they were not able to attack but just stand still. Thank you in advance!
Love the ammunition mods, been making my own ammo types for my playthroughs.
I will note it down so people know.
https://pastebin.com/UdQqyeRB
- Fixed race condition with Geological Landforms where plants in Biosphere spawned on lands due to Harmony patch priorities.
- More unified settings changes for my mods.
Looking at the effecter.xml, I don't see the corresponding fleckDefs for those in the Fleck.xml file. At the moment, I am only using [LTS]Tenants that requires this framework. As a work around, I removed the three LTS_BramblerLeaf SubEffecter sprayers (all 3 colors) from my local copy and the startup exception no longer happens. I don't think Tenants is using it anyway.
- Added new thinknodes and conditional checks for custom creatures
- Added new jobgivers for custom creatures
- Added new property and logic for incidentExtensions
- Improved plant self spread logic.
- Code optimization and refactoring
- Added a few simple standardized GUI elements to use for mod settings and whatnot.
- Improved readable error logging.
- Improved GetTemperatureForCell_PreFix, hopefully it'll be faster.
- Added [Experimental] river branching logic, toggleable in Mod Settings.
Lagua
Overlord
- Renamed the previous sole language I used to Wild.
- Refactored code and a potential fix for GetTemperatureForCell_PreFix
- Updated water plant spawning logic and improved performance.
- Made performance changes to CheckWaterPlants as suggested by Ferris (ferriscg), thank you! ♥
As I'm playing a medieval mod pack I don't really want to drop either of these mods and sadly I am unfamiliar with editing XML files. I will contact the owner of The Profaned and see if they can edit their mod to be compatible with your changes
To LTS_Systems.ThingWithComps.Building_Door, I'll write there as well.
The Profaned mod has an optional inheritance from LTS Systems, to enable double-width doors in RimWorld versions prior to 1.5. As-of the 2024-06-20 update for LTS Systems, I assume something might have changed in how you configured the double-width door functionality? Below is the full log of a minimal test being performed:
https://gist.github.com/HugsLibRecordKeeper/aece047a3fee35ead7a7d98b082adc89
(Ignore the errors generated when it's parsing the scenario list, as I had some custom scenarios saved which depended on other mods that I disabled for these testing purposes)
The part that stood out to me is the line "Could not find a type named LTS_Systems.Buildings.Door" as the likely indicator of the root cause.
https://pastebin.com/apjyBL9h
I'll keep poking at it over the weekend, as I feel like it *is* an incompatibility with another mod, but I haven't found it out yet.
I wonder if there is something you removed with cherry picker that caused issues with cherry picker due to a possible name change or something on my end? Not certain atm
https://pastebin.com/46vZ4TTa
This is the error that's repeated anytime the "SpawnThing" or "SpawnThing FullStack" DevMod options are used.
Thanks for sharing the cause of the problem!