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small issue for this mod:
Mantodean insectoid
This race adds an alternative smelting building (that I am not using), to smelt/destroy weapons. The alternative smelt/destroy icons are visible in addition to the normal electric smelter's smelt/destroy options.
Your description says you don't have Mend&Recycle designations but it does.
I have a bug where when I assign an item for mending the assignation won't be removed after the item was fully repaired/un-tainted. See here[imgur.com]
The pawn will remain in a loop mending the item multiple times until they do something else and you have to monitor and unassigned the mending.
This happens to vanilla apparel too. The mod is currently loaded after Mend&Recycle as one of the last mods to be loaded.
Even with this problem and manually unassigning items, it is still more comfortable gives more control than using the workbench settings.
Also about that mending mod not working with McD... I've worked on that in previous version (pre-1.0), but for one reason or another it did nothing with Mend&Recycle, so I've paused the progress for some time. But it appears that with moving on to 1.1 I've somehow fixed it... Welp, that's programming for you :P
There should be a First-time research, and a rimpedia link for plants and animals. Instead, the first time they are selected I get the following.
https://imgur.com/a/KP9RpX7
This only ever shows up once.
heh...okay so "Mend Complex Weapon" works
[BetterLoading] One or more mods have Harmony-Postfixed StaticConstructorOnStartupUtility#CallAll. This is likely to cause errors or undesired behavior, as BetterLoading changes this method to be called from another Thread than the UI one. A list of patches follows.
[BetterLoading] - static System.Void MicroDesignations.StaticConstructorOnStartupUtility_CallAll_MicroDesignationsPatch::Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[BetterLoading] Modders: Consider either loading this data on world load, using a regular static constructor but asking your users to put the mod last in the load order, or if it MUST be done now, consider using BetterLoading API to detect the start of StageRunPostFinalizeCallbacks, which fires once static constructors are done.
I assume it's an issue with one of my mods. Here's my mod list if it'll help:
https://pastebin.com/0NknVF8k