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Rapporter et oversættelsesproblem
Both Mechanoids and Fleshbeasts, if all walls of the building are present, they will stand still and not move/target pawns at all. I think it's something to do with their pathing since they spawn immediately after the fog has been removed and, since they are enclosed within, they "bug" in place. Strangely enough Insectoids will wander and move just fine. Perhaps this is a conflict of mine? Not sure what it is though.
Edit: I think I understand now why Insectoids work: they spawn from hives, which are new instances of their kind.
again i having this fog not going away issue and i use this mod to fix those issues with 3 other mods but Ancient urban ruins is having the issues will you be able to please add support for it please
There's also a stargate in enemy outpost ,it might be in a room ,so the player just show up in the room near the stargate .
Outside the room is fog .So the player can explore enemy's outpost to remove the fog .
With this mod ,when the player enter the enemy outpost though "Connected" stargat ,there will full of fog .
If the player just go to the enemy outpost by foot or transport pod , the conflict won't happen.
when "glyph deciphering" research finished , use StargateMod_GlyphScrap to generate a stargate quest .
use a any stargate at Home to "Connect" with other stargate quest,and Enter stargate .
then the map of the stargate quest is full of fog ,can't see anything.
I can confirm that this activates ancient dangers however and if you have Better Infestations it will rapidly ruin your game if you don't get to it quickly.