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So I found this one my main world so i tested with just theses mods as listed above.
The red former's shield that are already part of the colony disappears after loading the save
Any new red former's shield work till again the save is loaded and those as well stop working
Also after saving and loading the shield if it wasn't already at 120 before saving it will stop charging and will be stuck at the number that it was at at the point of save
Thanks, will be fixed soon
Up: HAR does not support a shield for races, so it will be temporarily removed until a solution is found
I'll occasionally get a pyromaniac or undergrounder and suchlike out of a backstory, but outside of that only five character traits appear from the randomization or when I add Character editor to check the list. (I tested without it for the minimum testing list first).
The traits which do appear are slow learner, fast learner, abrasive, tough, and Kind. It's none of the requisite mods, as removing solely WVC Races brings the normal list and other loaded mods back into availability. Thanks in advance for any help or advice you might be able and willing to offer. I love the mod, so I hope the issue can be found.
I already received a message about such an error, but they never explained to me how to repeat it. Does this bug affect vanilla pawns or just the race from the mod? Is it possible to add traits to vanilla pawns through a dev mod?
Kindly provide detailed instructions on how to get a bug and do it on the modlist indicated in the header. I'm also interested in what the log says. Since I can't replicate this bug, I need as much information as possible.
As far as getting the issue, having this mod running is all that is required to remove the majority of traits from the random generation. Simply loading the minimized list you provide above removes the traits, this mod removed, the rest do not cause the same issue. I have tried unsubscribing, waiting for steam to update and resubscribing today to no effect.
As to the bug, it appears to be affect all pawns, those in the mod and those from vanilla, as well as from other mods when I tested with those enabled. It effects vanilla traits save those mentioned and those mods added by other mods when tested with such mods.
This was tested and found with a general modlist, with precisely the modlist you indicate, and with your modlist plus character editor so I could directly check the available list of traits. The traits are not available to add via character-editor, only the five listed appear, I don't know how to check dev commands as I have never used them to add traits and so do not know where to look.
Both modded and vanilla pawns do not generate any but the five traits and those forced by backstories or genes, where applicable. Again, this was tested by rolling randomly with the mods you listed in the order you listed, and then checked after a restart and addition with character editor's menu showing only the five listed traits.
If you cannot replicate the issue perhaps I need to attempt a full reinstall of Rimworld and my modlist after the run I started without this mod. I'm sorry if this was unhelpful. I would not be taking the time to report the issue if I didn't care for the mod.
Either way, I wish you the best regardless, your mods have brought me many hours of fun prior to this, and even if I cannot resolve this particular issue, will likely continue to do so amongst the other mods.
Sincerely, thank you for your time and effort creating free content for others to enjoy.
Apparently this bug is connected not so much with my mod as with the HAR framework.
I have removed the trait limits for races from the mod, but I don't know if that will help.
Offtopic: In fact, because of such strange errors, I decided to abandon the development on HAR. After the release of Biotech, HAR became a source of too many bugs.
This is how biotech support from HAR looks like. Apparently it doesn't work on old saves.
Rolled back the mod to the old version, without biotech support