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Found a video to this mod and author says it's reloaded with chemfuel, but uhh.. maybe I miss something. There is no notes nor help about how to reload it in-game (and this workshop page lacks of rocket pod implant info).
Also the "Brain Detonator" picture description is incorrect, it being the same as the "Brain Shocker" implant on the Steam page.
@DHDragon That's base Royalty content.
Thanks
One of the obelisks has the ability to spawn duplicates of a colonist, who may or may not be hostile. Under normal circumstances, this clone is naked and stripped of any bionic limbs or implants, to prevent farming valuable gear/bionics, but does copy traits, psycasts, injuries and so on from the original.
However, if the colonist being cloned has a shoulder turret, shoulder charge turret, bionic womb, archotech womb or mechwomb, the clone will have the ability to fire the shoulder gun, control fertility and spawn grubs, just as if they had the implant.
(Disclaimer, I haven't tested other ability-implants.)
https://i.imgur.com/MAi94LM.png
It seems to be caused by the fact that the implants grant abilities, and the clones keep those abilities. This doesn't appear to be a mod conflict, as it occurs with only Harmony, Core, DLCs, VE Framework and Integrated Implants enabled, on version 1.6.
This is a critical error involving the mod Integrated Implants:
Error in Integrated Implants, assembly name: Implants
Method: LTS_HediffComp_Dreadheart:GenerateFleshBeastSpawnList
Exception: System.MissingFieldException:
Field not found: RimWorld.FleshbeastUtility.AllFleshbeasts
🔴 What It Means
The mod Integrated Implants is trying to access a field called AllFleshbeasts in a class called FleshbeastUtility from another mod, likely something like Biotech, Vanilla Genetics Expanded, or a similar mod that adds "flesh beasts".
That field (AllFleshbeasts) no longer exists, has been renamed, or was moved/removed in a newer version of the other mod.
This causes the method GenerateFleshBeastSpawnList() in LTS_HediffComp_Dreadheart to throw an exception on load.
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.