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Even if you know how to do it in the files, something I can edit etc
I did notice a few issues using it. Every time I use a quest shuttle to travel to an ancient complex, I get the error "tried to spawn GEG_EyeGlowMote in null map". Here's a screenshot: https://i.imgur.com/WtGDGsb.png . It's pretty minor, but annoying enough.
In 1.6, if you have a pawn in water, the glow effect doesn't match where the eyes are. Here's a screenshot to demonstrate: https://i.imgur.com/vpihAdn.png . Very noticeable if you're playing a water-based colony.
"Exception ticking Vithdrak (at (156, 0, 137)): System.MissingMethodException: bool Verse.Pawn.get_IsPlayerControlled()
at RimWorld.Pawn_GeneTracker.GeneTrackerTick ()
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at Verse.TickList.Tick ()
Verse.Pawn.Verse.Pawn.Tick_Patch2 was patched by:
POST:
VisiblePants.Patch_Pawn+Patch_Tick.Postfix
TRANS:
Soyuz.Patches.Pawn_Tick_Patch.Transpiler"
Removing this mod alone fixed it
for both 1.5 and 1.6:
Added mod setting to make player controlled colonists eyes only glow while drafted
Eyes will now not glow when cut out, and can be cut out individually
Added white and noctol yellow genes
Great timing, I'm currently updating this mod and was about to add another colour