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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
The mods here: {LINK REMOVED}Rimworld Integrated
Also, how could I make a gene exclusive with yours? (So i can make your mod a Requirment, and exclusive with your gene)
If you instead would prefer to add this mod as requirement. If your mod needs to interact with mine, add my mod's assembly as reference in visual studio, the same way you reference the game assembly or harmony. You will then be able to use all public classes of my mod.
May I use your mod for the code? What I mean is basicly make your mod a requirment (for this feature of the gene), and my gene accesses your code to run it.
If so, how should I go about doing that? (Making my gene use your code and add a natural focus)
Also it's been like 3 months since I played and last time I played I added a few extra genetic mods and I suspect one of those being below it is what created the problem but no clue which one.
I do have:
AFU Cosmetic Gene Expanded
Alpha Genes
Genetic Natural Focus
Biotech Expansion - Core
BE - Mammalia
BE - Mythic
BE - Ear Patch
If something was causing an issue I'd suspect one of them, especially since all of them were towards the bottom of my list and now Natural Focus is below them.
Just figured I'd give a heads up for if anyone in the future comes in saying "the gene isn't there" or if maybe one of the races those mods add are listed as having natural focus but lack a gene they are supposed to have.
I doubt the swapped gene will happen but I've seen it in other games I modded. Like in SDV when my corn plant was giving me lemons from a mod LOL
Only ones I know of using is the biotech expansion I think that adds animal people and the alpha genes
Thanks for fixing it up. Sometimes I wish I knew how to make cool mods.
Go ahead and try adding my mod again, I did something but don't know if it will help because I can't reproduce the problem with your modlist. Let me know if it's fixed. If not, I'm really out of options and the VE guys need to fix their stuff.
I was serious about the number of errors. That's just what was listed in the display. Removing your mod stopped it.Good to know that VE Framework is the primary cause though. I've always had issues with the Vanilla Expanded series, but they rarely fix anything when I leave a note on their steam page.
I'm not the most social creature around. Point out what the rude part was and I'll try to avoid doing that in the future.
Keep in mind that all modders do this for free, in their own time. Modders don't owe you shit. So when you go over to the guys from Vanilla Expanded, consider being less of an entitled brat.
https://gist.github.com/2c7b301428e8db428119842c01807979 <--- Hugslib_Log
It had made it to 9,615 errors when I quit the game. Remove this mod and that insanity stops.
I had made a similar mod (xml only, I don't know how to code *Sob* ) for my personal use, but C# is not so limiting ;) in short Thank you very much !
Therefore, I decided to add settings that allow you to turn off the automatic adding on load. You can now turn this option off, load your game, and add the gene to your pawns manually using dev mode. I'm sorry I couldn't be more helpful at this time, maybe you have more luck with the authors of the other mods that patch Pawn.ExposeData.
Not sure if it will give enough info since the only red I saw was the cases where it attempted to add this gene to animal pawns, but just incase you wanna investigate: https://gist.github.com/1774da8fa57b7ab269fdf3dc91e7c57a
I saw that you said the Dev is working on fixing the Tribal start issues of kids not getting natural. I do hope you keep this mod around even after that fix because some of us didn't use the tribal start and still have backgrounds that should allow it to be passed on to their children.
I guess it's debatable about my being "born under an eclipse" being something my children can acquire but if it's a random thing I like it. I don't want it to be a guaranteed thing.