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Rapportera problem med översättningen
That's a pretty good indicator that the "update" downloaded an old version instead of the one it should. If you see that happening its best to grab a copy from the github in the description.
If your game is saying the version is 1.5 I wouldn't recommend using it as is because a lot has changed between 1.5 and the 1.6 version so it could cause issues especially in a ongoing save. You would be better off grabbing a copy from the github.
@LincsHarry
I'm afraid there's nothing I can do to fix it since its purely a steam issue causing it to sometimes download old mod versions for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
And while I'm at it, thank you for making great mods ^_^
Yes, there is. Simply remove the <li Class="HediffCompProperties_RemoveIfOtherHediff"> node from the HediffDef files. Ideally you should do this with a xml patch that way you don't need to mess with files when I do updates.
You'll find the Mechanites themselves under the Mechanites files. They're spread out in folders so they can be loaded with the required DLC. Most are under Core, one is under the Frameworks/Vanilla Expanded Framework and one is under Royalty.
The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.
As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>
There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.
Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.
My mod kind of excels in giving pawns stats that border on absurd. Archotech bionics especially are intended to be rather broken. If you're only interest is the hp and durability it might be better to try to find another mod. As for your question it's not something I plan to do. As for other mods I don't know any off hand however there are mods that allow you to mess with the cap. Normally they're intended to make it higher but you might be able to use them to make them lower.
With the Vanilla Expanded Framework it just lets a person resurrect endlessly. With Anomaly however it uses the regeneration code from Anomaly. Which basically prevents death even if a person loses their head and heals everything deemed a bad condition. So it should very quickly remove any bad conditions they incur even from ageing.
I don't use the mod so I don't make compatibility patches for it. As far as I'm aware CE has a compatibility patch for it but to my knowledge it was outdated. I'm not sure if they've updated it since.
Is this mod compatible with Combat Extended?
Just in case tested it before responding only with core and all vanilla dlcs and it still did not show up as an ability like the adrenal heart does. Thanks for response.
That would be a bug. Are they your ghouls or are they with an NPC faction? I'll have to look into why that isn't working.
I personally haven't tried it but there shouldn't be any conflicts. There might be some overlap of bionics for some things but you could use Cherry Picker to solve that.
If you read the description of the EMP Shield it explains why that happens. On the technical side the reason that happens is because I don't have a better method to prevent the EMP effect with XML alone. So what happens is it triggers but then its immediately removed. The side effect is your pawn gets technically downed for a moment. I forgot that gear dropping might be an issue since I always use mods to stop that happening.
Unlike the Healing Mechanites the Immortality Core prevents death completely. Even if your colonist's head gets blown off it'll regrow. I left the regeneration value at the same because it already seemed extremely overpowered.
Anyway the changes when Anomaly is loaded is in the file following file.
/1.6/Ludeon/Anomaly/Patches/FSFABE_Anomaly_Replacements.xml
I don't handle combat extended patches. I believe there was one included for this mod in CE but I'm not sure if the patch is up to date. If there's an issue you'll have to talk to them.
The Positronic Brain replaces the brain preventing conditions that affect it like that. Of course the downside is it prevents you from installing brain implants. There's nothing directly for frail. However if you have the Anomaly DLC I believe the Healing Mechanites should heal everything considered a bad condition.
Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
The second issue seems to be down to load order. As for the first issue with the preventVacuumBurns I can't reproduce it with/without YAPEM Core or with/without Odyssey DLC. I get the feeling your copy of Rimworld is not up to date. That stat might only be with the new patch so its throwing an error because it does not exist in your files. Try rebooting your steam client and it should check for updates.
https://pastebin.com/Yq524JAe
If YAPEM is loaded before ABE, we get 2 errors.
XML error: <preventVacuumBurns>true</preventVacuumBurns> doesn't correspond to any field in type HediffStage. Context: <li><statOffsets><ArmorRating_Sharp>1.0</ArmorRating_Sharp><ArmorRating_Blunt>0.5</ArmorRating_Blunt><ArmorRating_Heat>0.7</ArmorRating_Heat><DecompressionResistance
[[FSF] Advanced Bionics Expansion] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationReplace(/Defs/ThingDef[@Name = "BodyPartArchotechBase"]/graphicData/color)) failed
file: C:\Games\Indiv\RimWorld\Mods\2006925330\1.6\Ludeon\Core\Patches\FSFVBE_Vanilla_Recolor_Archotech_Base.xml
If ABE is loaded before YAPEM, we get only the preventVacuumBurns error.
I'm not clear on the restrictions fore initiating a breakup. However the Servitor module uses the same system as Trauma Savant. When fully conditioned they are completely unresponsive to relationships.
Is this supposed to be possible? It's not a big deal, but I wouldn't expect Servitors to engage in such activity, just a bit immersion breaking.
For vanilla camparison I remember having Trauma Savants in relationships forever and they never cared to engage in similar actions, maybe I was just lucky about that.