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Especially with older saves. It deletes all your colonists that used psy powers.
Other vanilla mods break several other aspects of the game as well like menus. Visual bugs, black screens, crashing, looping audio noises, and a few other issues.
Probably avoid this mod and other vanilla- mods for a month or two tbh.
Dunno why they labelled it as 1.6 ready.
When it's active, I can't open the action menu for any furniture or workbench. Right-clicking simply does nothing, and the console throws an error every time:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 56D08071] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Root:OnGUI ()
What's the point of capturing the raiding psycaster? It seems like there's nothing I can do with him. They are regular prisoners with no special interactions. I've already got three of them.
It seems like I will just execute them.
Sorry man, you're the best.
<3 <3 <3
@Poker
You can literally see a comment underneath yours where I say that bugs should NOT be reported in the comments, and then you proceed to report them in the comments.
Either way, fix was pushed.
I think not, because although bioferrite is easy to obtain, it can't be integrated into power armor. And as for items that bioferrite has a craftable equivalent to, like daggers and plate armor, you can stack them for even more psysense in one item.
There are items such as the shirt or cape that cannot be bioferrite, AND aren't better at protection, but they still work.
Just wanted to analyze aloud
Also this, if you want pawns to use Skipdoors while moving and doing stuff. Better VPE Skipdoor Pathing
After that I think Pirates would be nice, but that's just because I really like VFE - Pirates. Obviously, something like VIE - Memes and Structures is more important.