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@Star Traveller: Define "construct the planks"
@Reverie: You can edit the xml, yeah
I know it sounds, I just try to find facting solutions
But I wonder - is this editable in some .xml file so I could change it locally or is that something in the assemblies and RIP to my red floors?
@PanicOregon281: Yeah, that's on them to fix
The log outputs are more bizarre, than the actual error occuring.
<onDurationMtbDays>12</onDurationMtbDays>
<offDurationMtbDays>4</offDurationMtbDays>
So on average, 12 days of blood rain per 4 days of NO blood rain. That is hell
Furthermore, the hediff goes away after leaving the tile.
So what you have is a mod conflict that makes something there not work properly.
I can't be certain which mods adds this but i did see some tiles having the chemfuel nodule feature under smart odyssey, I didn't settle on those tile yet all my animals are infected with it. Frankly game ruining.
Try with only this mod
For example I started in a plains, but I'm getting hardened slime and mechanoid intrusion grounds both. This is very strange...is there a way to change it back to the way it was in the configuration settings? To restore the biomes themselves and do away with the new features?
Added compatibility for Biome Transitions
Propane and Tar buildings can now be built on any biome if it has the required tile mutator
Reworked the way propane pumps work. Reduced energy needs to 50W. Increased output. They won't keep producing propane if the net is full
Reworked the way propane heaters work. They now... actually work. Each pump will support two heaters.
Reworked energy needs of propane smelters, smithies and stoves
Added workgivers to propane smelters, smithies and stoves so they actually work now........ Was I drunk?
Rime nodules will appear in drug policies now
Added a recipe to turn propane into chemfuel to the refinery
Propane fuel tanks are now just called "propane", like base game chemfuel
Added StuffExtension to this mod's stones so they hopefully stop popping up in ruins