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anyways, i asked grok cause he reads alot faster than me, and he said, using the harmony mod, u it specifically calls Game.LoadGame() on loading a save, and Map.PostLoadInit() on the map having been fully loaded (which i assume means the game is playing right about now)
so i'd imagine, something like bugfixvariable=false - Game.LoadGame(){ bugfix = true } - Map.PostLoadInit() { if bugfix {-your awesome code here-}}
again i just bought the game, know a bit of programming but prob sux alot, i just saw the last 2 comments, and figured i'd put my idea here, worst case: nothing happens :D does seem like a small issue anyways, for a pretty sweet mod
This is inherited from the original mod, because all this does is change some ranges. If you're aware of some resources that I can use to fix this, send them my way.
I don't have a lot of time for major changes at the moment because I'm working on my dissertation but I'm happy to do version bumps as needed because that's just changing a few things and recompiling.
Original mod seems to have this issue as well, though not properly tested. For this mod I tested with minimal instance (Harmony / Core / HugsLib / this mod).
In case you don't know how, go to where your steam library is on your computer
* then go to steamapps->workshop->content->294100
* then delete the folder with the name "2843901730"
This is the folder that the mod is in, if you look inside, it should have a 1.5 folder with an assembly for the mod if steam properly updated the mod.
If this doesn't work then I don't know what more to do for you.
This is false. The storyteller can still send events that add colonists. The storyteller will NOT actively send events to try and kill some off.
I'll look into this, I probably just need to recompile for 1.4