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Hugslib log: https://gist.github.com/HugsLibRecordKeeper/e6b1ec3824f0e94660ebba8c64bf75be
Modlist: https://pastebin.com/00A3cF8y
Try putting the casket on the pawn, draft/undraft, and then save the game. Load the save and see if that helps. Also you can narrow down by putting parts separately on the pawn. Try Royal Shoulders with the rest of the parts being the standard VFE - Pirates casket.
I'll take a closer look at it when I have some free time.
The mod list and order:
-harmony
-core and all the DLCs
-Vanilla expanded framework
-Vanilla faction expanded - Pirates
-your mod
The setup:
-i used dev quicktest + devmode to test.
-using devmode - finish all research
-using devmode - buld and enthomb a pawn
-using devmode, i spawned a ancient complex in a mountainous area
-i ordered the pawn to go to the anchient complex.
Log:
The other bugs with no logs:
-When traveling to a site, the target is set in the middle of the map... often times in a modpack, the center is occupied by buildings and is covered in fog... An option to land near the edge of the map would be nice if a fix for landing in the center can't be found. Pawn stuck in fog of war [imgur.com]
-When travelling back home, you have to spam click your map to find a suitable target for the action to initiate. (you sometines click multiple times and it does nothing. and no error generates)
-When travelling back home, the location that you told the pawn to arrive at is ignored, arriving somewhere in close aproximation to the center. (and you the center of your map is a mountain, say goodby to your pawn)
Other mods that make the testing faster:
-Vanilla faction expanded - Ancients = always has a moutain in the center, and if you use the mod's scenario, when returning home you will always loose your pawn since the center has mountain roof.
-Vanilla faction expanded - mechanoids = most of the time has buildings covered in fog of war in the center, and if you land on them, you can't get out.
I'll test and fix bugs as soon as I can. For now the OG mod files are lost, which makes updating the mod a bit troublesome (local mod-name realted shenanigans). But no worries, I'll figure something out.