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the dev at ReGrowth decided to remove theirs
https://gist.github.com/HugsLibRecordKeeper/f81ab15c9a4c09fe8006beb011f99172
[Biomes! Prehistoric - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/BiomeDef[defName="RG_TemperateGrassland"]/wildAnimals"): Failed to find a node with the given xpath
[End of stack trace]
Source file: E:\SteamLibrary\steamapps\workshop\content\294100\2860715703\1.6\Mods\ReGrowthCore\Patches\ReGrowthCore_Animals.xml
The game in unplayable without your mods.
Biomes! Prehistoric is trying to patch ReGrowth 1, not ReGrowth 2
Not sure why?
Here're the logs if that may help
https://gist.github.com/HugsLibRecordKeeper/6a1854245a8cffc2fba1385fe97aba4b
Not patched for it is a bummer but totally fine with me.
Hard incompatible is a bit of a deal breaker, but pretty important to know. :<
However, the dinosaurs still show up the majority of the time, replacing most of the vanilla animals even after reducing the animal slider to 5%.
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2860715703\1.6\Mods\ReGrowthCore\Patches\ReGrowthCore_Animals.xml"
Should I give you a log or ignore it?
Are dinosaurs supposed to summon nutrition out of thin air? I have a weird behaviour(nothing shown on the console) that any dinosaur that feels hungry suddely just feels up their needs bars(as seen in the numbers mod) This makes it so that carnivores never hunt and wild hervibores never eat plants
https://docs.google.com/document/d/1NZsJ1fVMr9a2Un0JL8h2MVJd48lCjfuJ1LxMa0mzeoE/edit?usp=sharing
@weed741 Yep, once we get a proper aquatic pathfinding system now that Pathfinding Framework is not being upkept
I rather have a sense of AWWW WOW when I see them instead of, hunting to hunt them all down to rid myself of them hunting my baby pawns
I'm happy that you added sliders so we can tweak the frequency of dino's.