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I dont own anomaly incase that matters
https://pastebin.com/DpyyEH2L
Next one, likely a incompatibility with Stray Bullets? Drops this log 3x for every shot of the shoulder turret:
Exception ticking LTS_Bullet_ShoulderChargeTurret78339: System.NullReferenceException: Object reference not set to an instance of an object at StrayBullets.HarmonyPatch.PostFix_CheckForFreeInterceptBetween
Rambling over.
Two log notes isolated to this mod:
- Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating" MayRequire="oskarpotocki.vanillafactionsexpanded.core" />
- Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null
---
Vanilla Expanded Framework changed their namespaces, so your mod needs updating for that
I have also installed the Hemogenic Activator, and after I made her feed, she went from 72 to 78
I don't know if this is just a visual bug or if it's incompatibility issues. More testing necessary on my part
In your case try, assuming you're not running MSE2, making another world and going into dev mode, troubleshooting by enabling/disabling mods based on how problematic you think they are. Before you play with your modlist, you should see if you're just missing it: go into another world with the same mods, spawning the limb in a storage zone, and seeing if the bill to install it pops up. Also, make sure you're doing it with a limb you can install an extra of.
- Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating" MayRequire="oskarpotocki.vanillafactionsexpanded.core" />
- Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null
---
Vanilla Expanded Framework changed their namespaces, so your mod needs updating for that
1. Could the mechantor implants be designated as "prosthetic teir" so they show up on the prosthetic's workbench if you have EPOE/EPOE-forked installed and that option enabled? it would be nice to be able to turn down the inevitable "fifty billion machining table options" that happens otherwise.
2. Maybe not as a feature of this mod, but some kind of bionics "loadout" menu ala CE loadouts.
you build out a list of what you want every one of your colonists to have installed (maybe with a filter for only things you have/can produce), with a tab in the menu that shows what you need to make and who needs it.
i definitely find mid to late game it is a bit of a chore making sure everyone has the standard issue cybernetics load out i want.
Exception ticking hediff (PsychicAgonizer brain ticksSinceCreation=901388) for pawn Maxwell. Removing hediff...
Exception: System.NullReferenceException: Object reference not set to an instance of an object
Implantation of the psychic beguiler and using psychic beguiler on a pawn both remove all cube hediffs from a pawn. Otherwise, you have to wait it out. In the next update to this mod, both of the above conditions will also prevent a pawn from gaining new cube hediffs
@chainlinc3
Looks like VFE has changed/removed their code for pawns interacting with terrain difficulty in 1.6. Now that they've updated the framework, I'll have to sort out compatibility with the new version
Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating"
Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null
No hugs log because it hasn't updated and seems to be borked on 1.6.
I'm not sure if I am doing something wrong, or if that is indeed intended to be impossible for a ghoul, for balancing purposes.
I tried making a giga-Ghoul and failed spectacularly.
All implants in 1.6 with external mod dependencies will be disabled until their respective mods are updated.
1.5 or 1.6? Also, please post the log.
Neat, thanks for letting me know.