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https://steamproxy.net/sharedfiles/filedetails/?id=3552709848
I think adding a load order tag is probably the simplest solution - I'll include that with the next update (which is nearly done.)
https://pastebin.com/pwvB6QVX
Hope it helps.
Good to know. Thanks for putting in the effort. I'll see what I can do, be that enforcing load order or fixing whatever causes the issue.
Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object
In other words, the correct order should be:
1) Expanded Biotech Style Genes
2) Cyanobot's Genes
3) Expanded Archite Genes
I spent way too long trying to track this three-mod-combo error, so thought I'd share it.
cool, will check it later
Pushed a fix for you - the metamorphosis gene should now remove itself if it detects it would get stuck in a loop. Let me know if it works for you.
You may also want to look at the Offspring genes - there's toggles in the mod options for whether or not to apply them to the babies created with Alpha Genes' implanters.
Ah. Yes, that possibility had not occurred to me.
If I implemented your fix, it would break some other features related to spawning the correct adult/child version of NPC pawns. But what I should be able to do is have it check that the target xenotype doesn't itself have metamorphosis, and deactivate itself if it would enter an infinite loop.
Can you make it so metamorphosis happens only once when pawn achieves 13? Not checks 13 or older pawns every N seconds.
https://steamproxy.net/sharedfiles/filedetails/?id=3528526064
Next in queue: Biodrone, with new faction
(If anyone else has xenotypes they particularly want to play with, it makes very little difference to me which order I do them in, so do shout.)
Thank you! Xenotypes will be their own mods for 1.6+. (I'll drop messages here when uploaded if you want to subscribe.) I can totally move the Shulks up the priority queue just for you.
I have _not_ yet tested compatibility with anything else. Help testing against other mods would be appreciated but is not mandatory.
The Steam version will be updated when compatibility testing is finished.
Updates will be pushed as testing and updating contines.
At time of writing, it does not break immediately on launch, but that is about as far as testing has gotten. Compatibility with other mods has not yet been tested, nor have most individual genes. I already know that the code handling meal types for special diets is going to need a rework.
(It will also fill your log with spam because it's compiled in the Debug configuration. For those who know how, you can recompile from source in Release to turn off the spam, if for some reason you want to help test but don't want the logspam.)
I'll probably update y'all at a point in testing when I'm more confident that it's stable.
Good point!
I'm considering splitting the xenotypes out into a separate mod or mods for 1.6, since I understand a lot of people are only interested in the genes. Anyone got thoughts on the matter?
I'll take a look! Ideas are always welcome, even if I don't always end up taking them. I probably won't get round to thinking about it for a while though, since I have a lot of updating to 1.6 to do.
Possibly? How would you like that to work, specifically?
Thanks for the heads up.
@GeekyRaptorStudios
Yes you can. It's a little bit fiddly because you need to make each xenotype (worker, soldier, etc) separately, export them (there's a tool for that linked in the description above), then add the appropriate Offspring genes to the royals. I haven't yet figured out how to get it working with non-exported custom xenotypes.
Second: because (for some reason) it includes a step in which it polls a list of genes, this mod causes Universum (the framework behind RimNauts) to red-error on the main menu and fail to generate its ring of near-earth-objects unless it loads later than Universum does. Here [gist.github.com] is a hugslog with a minimal mod list. I'll report this to the Universum dev as well, but in case no deeper compatibility issue needs to be addressed, I thought I'd let you know so a loadafter can be added. :)
Thanks for the kind words!
@
@AlienIsTired
Thanks for the additional datapoint, please do let me know if you can get those logs. It's probably an interaction with some other mod(s).
I'm also having the issue with the bond gene bugging out the social tab, although I hadn't thought it was this mod that was causing it..
I'll see if I can get the logs when I launch the game again!
Oh dear. I am not seeing any issues with it so it is almost certainly a conflict. I can't help you without a log, so please consider uploading to a text-sharing site like gist.github.com .
I believe Biotech Expansion - Mammalia has rat-people parts. Anthrosonae might too. Not exactly the skaven aesthetic, I will concede, but graphics aren't really my strong suit. There's a Rimhammer Skaven mod too, but I've not tried it.
I'm not opposed to filling requests, but I'd need more specifics on what sort of genes you're looking for.
Well that's embarrassing, I felt sure I had included a scrollbar. Thanks for pointing it out. That's going near the top of the to-do list so won't be fixed instantaneously but should be soon.
May also still behave oddly in Character Editor.
Ah, yes, I see what you mean. I thought that the body type would be handled automatically because Precocious forces them into the Child life stage -- and I'm pretty sure I have seen it working under some circumstances -- but I shall add an extra line to make sure the body type is force changed. Thanks for reporting.
So I've had a chance to test out growth vats and surrogates and it seems to be working fine without any other mods.
Can you send a log file with any errors? What other mods are you running that affect reproduction?
What genes/xenotypes do the parents have? What happens when you click "Inspect Baby Genes" on the embryo? What about on the vat/surrogate?