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Removing this mod and keeping the dependencies removes the bug.
I've also confirmed that the ideoligion screen works, it just looks like it's not working as there are no factions(As you can start with their ideology or make your own), but you can still create a custom ideology as usual.
Yeah, I already know that this build errors on generating world because HAR refactored the hairTags into StyleSettings. The 1.3 version of the mod relies on the previous system, which is what I'm trying to fix right now.
And on that note, I'm free to try troubleshooting. Just let me know what needs doing on my part.
I'll also add clarification (for what it's worth) on what I meant with "Breaking Pawnkind race type spawns": every pawn was exclusively spawning as Human, including ones that were generating as though otherwise intended (backstory, traits, inventory items, hediffs, etc. were of a custom race's yet still ended up as Human)
You're talking about Beelzebelt's races, and those races are not supposed to spawn their own factions. I hope you're not confusing that a race absolutely must have a faction, because not all races make new factions. That's not a bug. Slithers, Klickmala, and Ikquan, according to the mod author, are supposed to be merged with the existing factions in the game. Hence why they use this mod as a dependency.
Just to put this out here: if faction generation is ever broken by this mod, you wouldn't be able to generate the world because the leaders cannot be generated. Missing factions definitely would have something to do with mods that manipulate faction generation, or it may be a bug on the mod author's end, or intentional.
@Gaming_Bigfoot
So you're saying that custom race pawnkinds are being overridden into humans? Or all custom race pawnkinds have human properties? For one thing, you'd have to set "Override All Alien Pawnkinds" to true in order for humans to take place of aliens at all. It's also very wonky and you can see for yourself why it is turned off by default. The pawnkind properties are merged into the selected race, and there's not a whole lot I can do about that. It even happens with "Override All Human Pawnkinds," though instead you're merging human pawnkind properties with aliens.
I have backstory extensions available in the patched weight settings to specifically address merged pawnkind backstories, but no one has used that yet. I have a feeling it can be automated, but I'd have to find out how.
That's just a side effect of turning both of those on, and there's not a whole lot I can do about that other than I guess you have to accept some aliens having human backstories. Traits seem to work though, but inventory items and hediffs seem to usually be pawnkind properties.
While I'm aware of the customizable settings, I never changed them from the default settings.
I mean, that's really strange if that's the case then. Despite all of my testing, I am unable to reproduce this.
Have you adjusted any weights there? Only a few mods adjust any weights at all and you'll have to set them yourself there.
There's not a whole lot I can do if it's a semantic issue other than if I come across the problem myself. Those problems are very difficult to address.
If there's another mod that overrides race generation, then that would be an incompatibility. Otherwise, I truthfully don't know what I can do.
Even with a barebones mod load order, I still have no animals spawning.
•Harmony
•Core
•HugsLib
•Humanoid Alien Races
•Pawnkind Race Diversification
Started a manunter pack incident with debug. A mad rat spawned.
Destroyed all things with debug. Waited a while for animals to show up on a temperate forest map. Hares spawned first. Then a megasloth. Then a rat... Seems like animal spawning is normal.
Test if animals spawn without mods at all. You might have to verify the integrity of your game files. PRD doesn't appear to be doing anything to animals on my end.
You stated that you didn't touch the customizable settings, in which if left alone, this mod won't really do anything except generate humans in place of... humans.
It doesn't explain what you're trying to explain to me though, with aliens being overridden into humans.
•Core
3 Megasloth, 7 Muffalo, 4 Boomalope, 1 Lynx, 2 Turkey, 1 Red Fox, 3 Tortoise, 3 Raccoon, 3 Hare, 6 Rat, 9 Squirrel.
•Harmony, Core, HugsLib, Humanoid Alien Races
2 Megasloth, 2 Mare, 2 Stallion, 3 Donkey, 1 Warg, 2 Ibex Doe, 2 Ibex Ram, 1 Timber Wolf, 1 Lynx, 1 Tortoise, 4 Raccoon, 1 Boomrat, 5 Guinea Pig, 6 Hare, 10 Rat, 12 Squirrel.
•Harmony, Core, HugsLib, Humanoid Alien Races, Pawnkind Race Diversification
Nothing. Literally just an empty Wildlife page.[cdn.discordapp.com] Furthermore the crashlanding for the inital pawns doesn't even happen...? I have no pawns.
Yet, by all accounts, this one is clearly extremely broken for me, and from our testing, me specifically.
I guess the next thing that comes to mind is to re-wipe and try all that again because beyond that I don't know what to say.
The lack of an explanation is why I'm trying to find answers, because that's exactly what's happening, which again brings me back to the idea of "should I just re-wipe everything again".