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I would love to add some hemogenic stuff specific to sanguophages.
the only reason why i even have this version over the previous one
and it pointed out that the mod couldn’t save settings because StartingPawnUtility.get_DefaultStartingPawnRequest() returned null.
In my tests, it seems that as long as I first open the game’s built-in xenotype editor (from the new colony configuration menu),
the mod’s editor will then work normally afterward, whether in-game or from the main menu.
Also, when editing settings in the mod, it still requires prerequisite genes. Is there any way to remove this requirement?
Other than that, the mod works great — I used the blacklist feature to block the animal-summoning abilities from Alpha Genes,
and now every pawn in the game carries a few random genes.
I tested this with just Genetic Drift and Harmony in my mod list, blacklisting all genes except the two tails. Carvans only spawned with those two tails, all was good. Then I restarted the game and added a minor clothing mod, and caravans would spawn with all genes again. Until I resaved and reapplied the blacklist xenotype.
Perhaps after selecting a xenotype to blacklist, storing all its genes in a list saved in the settings instead might prevent it?