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https://gist.github.com/HugsLibRecordKeeper/2ff69c468c08f211e85c08dbe72ae776
I tested it on a stripped down mod list with and without my genetics and ivf mods. However I can't seem to reproduce it. Using two deluxe servitors I tried implanting and a growth vat both caused no issues when the baby was born.
Your google document is locked so I made an access request. However I get the feeling this might be somehow related to a mod issue. I'm not sure why the game would be trying to spawn the baby with a specific PawnKindDef to begin with. Are you by any chance using HAR or RJW stuff? That's the only things I can think of off hand that might want to use the PawnKindDef for a baby.
Pawn generation error: Generated pawn incapable of required skill: Animals Too many tries (120), returning null. Generation request: kindDef=FSFServitorDeluxe, context=NonPlayer, faction=Popular Confederation of Edomeunt, tile=-1, forceGenerateNewPawn=False, allowedDevelopmentalStages=Newborn,
(Remainder is here: https://docs.google.com/document/d/1j0cyyt8hTSVZAZqyf1Rx9BiBUZEzSFVFL7CYQp-k7wI/edit?usp=sharing )
I added an entire uninstall thing for that ages ago. After its uninstalled a person goes through deperseronalization where they feel disconnected from their body. Then slowly over time they return to normal. Is the uninstall not showing up for you in the operations tab?
Ive got two kids dropped with the module freshly installed and the feeling of hopelessness was pretty crushing. Good job on the correct theme for rimworld i guess.. and thanks for the mod!
Due to how the bionics system is designed in Rimworld you can't do that. An implant requires a natural body part. So once you replace it you can no longer install implants into it.
If I recall correctly modding wise you can set it up to attach hediffs to bionics but you need to design it that way to begin with. This is because recipes have a workerclass which tells it how to apply the hediff you are adding whether its a implant, a bionic or something else. You can't change this in game so you'd need each recipe to be catered to what you're trying to do. Also there's no existing way to set a required hediff for something outside of the system used for mechanitor implants (which I borrowed for my AI Chips).