Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[13:32:22] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:22] Error in WorldGenStep: System.TypeLoadException: Could not resolve type with token O10oo01a from typeref
[13:32:23] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more
[13:32:23] Eror while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] Exception from asynchronous event: System.TypeLoadException: Could not resolve type with token 010oo01a
Also added the ability to now exclude specific races and xenotypes from receiving genes.
For excluding those two genes, I just use the "defName (loose)" with "_Retromorphosis"
"_Metamorphosis" as the exclusion.
Aside from that, if "generate genes with prerequisites" isn't working I'm going to need to see a hugs log with whatever specific gene it is. Turn on the "log genes being generated through this mod" setting so I can see when it fails in the log.
I wrote that list before I added the new category options, so everything there is based on defname (loose)
@sam1373 Unfortunately I can't think of a way to easily add it that I'm comfortable with. If you have any ideas on how the logic should be done I'm open to suggestions.
So thank you.
Some behind the scenes changes to hopefully speed up a little bit as well.
@Utter There is now an option to add by menu! Uses the same logic as the devmodes "add xenogene" so there shouldn't be any issues.
It added 23ms to a 10,000 point raid of 137 pawns so barely noticeable in the grand scheme of things.
Keep in mind my code only runs on spawn. The rest of the time my mod does nothing.
@Cringe Shaymin: Wait is there an issue with Genetic Drift?
As for exclusions in general, you can enter all or part of a genes defName to exclude that specific gene. Anything that contains the text you enter will be excluded. For example if you did "Skin_" it will exclude all Skin color genes (base game at least, can't say how other people set their genes up)
The 'Add to list button', and everything below it, aren't showing up for me in the in-game settings. It's probably some mod conflict, but not in the mood to try and figure it out.
Or better yet, it would be cool if the recommended exclusions were pre-added by default. Especially those ones that insta-down traders the second they step on your map.
Time to get mixin with Slugs!
2. Yes
Any genes added in between will be kept on the pawn.
3. I believe genetic drift will apply it's genes after mine. I set it up so gene adding is done earlier than normal to prevent possible bugs from everyone else applying patches at the same spot.