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I have... an odd issue. I think it may be a mod mismatch, so I apologize deeply.
But I think draculs & white roses aren't counted as bloodfeeders. If I have any Dracul or white rose in my colony, they will not help themselves to auto-feed from members of the colony with the "Auto feed bloodfeeders" mod. Every other bloodfeeder will automatically seek out their food source. With VE Aspirations, they will also not get the "become a sanguophage" aspiration from becoming a dracul/white rose.
Other odd issue is that "Sanguophage feed" or "Bloodfeed" option (Biotech) only works on baseliners. And when they do get bit by a dracul, they always get infected, even when not hostile.
Thank you for your time, and sorry for the bother.
https://i.imgur.com/VuDgFnY.png
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
Also for anyone curious, the perpetual darkness of the Glowforests do keep werewolves locked in their proper werewolf form permanently (not the cosmetic bug). So you have constant super healing melee fighters who never sleep, BUT, your colonists are constantly unskilled and having mental breaks all the time due to the -25 werewolf rage.
An really interesting way to run a colony though.
I have some code that tries to restore whatever their previous settings were. It is possible they lost the original face data. This can for example happen if the cache is force-cleared via the dev-command.
It could also be a bug causing the data to go missing, or the cache was dropped due to discovering an error when loading a save, etc.
I don't have the alien races mod either (I know that can cause issues in the past)
It is quite harmless.
It was a gene blacklisted from AG's wretches, but the gene in question has since been removed.
I'll fix it in the next update.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.GeneDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.GeneDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)"
Eclipse or special biome? The transformation is based on the same map light values solar panels use.
@Apocrypha
Noted. Thanks. I'll put investigating it on my to-do. :)
I think I set a few of the vanilla xenotypes have a rare chance to show up as returned, but otherwise that shouldn't happen. What is the issue you're seeing exactly?
@StoneByStone
I suspect the loves bites might trigger both. When I designed the abilities I didn't really consider that both might be on the same xenotype.
@Aegael, Level 3 Sentry
Is this with Combat Expanded? If so the werewolf form gets removed due to the werewolf fangs (added by the form) not being set up by the CE people, causing the werewolf form to error and get disabled.
@CrackaJack
Sinew? Admittedly not much. The skeletal returned should probably have some sort of "brittle" weakness along with fragile instead. Perhaps I'll work on them again sometime later.
Install mods listed.
Start game with 1 succubus (i did tribal start)
Once game loads, succubus romance person (did male/female)
make bed for them, fast forward till they sleep, or intimate (not sure if it maters).
Save game. Exit game 100%
open game, load save.
do misc things for a bit, save game.
Load game right from the load menu
See error? (pretty consistent for me but dont think its 100%) repeat one more time or second half a few times)
Im going to poke Bradson to see if he has anythoughts incase its fish/prepatcher releated.
The other thing is kinda a problem, ill try and find a smaller / more consistent way to do it, but so far not having luck with just vamp etc., tried with just rocketman and not ez either.
The new save log took a few mins but was very random , didnt notice any particular sequence. ill see if i can lock it in better
Try verifying files, the skeletal look wasn't working for a bit.
@Reidlos
Found the with the melee attack when attacking an animal.
Latest framework version should fix it.
Tried to replicate the soul bond error, but with or without Rocketman/Fish/Fishery/Prepatcher I did not manage to do so.
error took a bit long to pop in this new game, but it did but its a slightly different form?
https://gist.github.com/HugsLibRecordKeeper/dd5bc2e9595b7d81ea74d813a5891b3b
I got rid of the alert side of the error by disabling in rocketman. but even disabling/Unpatching the bondproxy patch with dubs it keeps. nothing in game I could think of undoes it either, sides maybe forceful break up.
Thanks!
could be somthing else im sure, but wondering if you had any thoughts first.
https://pastebin.com/f70pGitH
Maybe i myself set it to be a normal gene for that old modpack.
Pretty sure it was always archite. You sure you didn't have a mod changing the gene costs?
Aside from changing the inheritance at birth has the overall functionalty changed?
In 1.4 i did a run with all genes having 0 metabolic,
and just kept piling on bonuses over several generations.
It is a bit random and depends on how low their hemogen levels are. If they aren't hungry at all they won't ever bite.
You generally want to avoid it though, they very much can kill their partner, especially if their partner already has severe blood-loss.
If you have mods changing Lovin' behavior it might make the gene fail to trigger. If it still doesn't work then I guess something may have broken after version 1.4