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https://gist.github.com/HugsLibRecordKeeper/e15797a56e2573f66b1b0afab2bdac0b
Yeah, can't work on it, sorry. I am pretty busy with university and other stuff, and all attempts to fix the mod failed so far.
Well, at least it was some good first experience with modding rimworld.
This mod still being worked on? Or is it kinda left un-touched at this point?
https://pastebin.com/n0F2VkFD
https://filebin.net/035uqtvg07b0xyj6
First time hearing that. Can you please send me your list of mods?
No problem
my error i assumed they are both from this mod just checked "whats that mod" and it belongs to the saurid mod sry for that
A 1% speed boost is nothing.
IDK which mod adds the gecko tail, but 1 complexity cost for the tail that doesn't do anything is weird.
I got it to work (if saurids are installed), coming with next update soon.
I dont see how this would be incompatible, but there is only one way to find out.
It doesn't. However, HAR modifies the texture loading, which breaks the mod if HAR present and textures aren't in the right (in HAR's opinion) places.
HAR overwrites skin color for some reason however.
Thanks a lot! Even if it wasn't the correct answer, it led me to the core of the problem.
you need to specify what part is the head part in your race def
otherwise it does not know your custom head is a head
example: <headBodyPartDef>
it goes inside alienPartGenerator
you just add what is the defname of your custom head
from the author of the Pawnbold Race: ShauaPuta
if you knew this already then i'm sorry to waste your time and for this message
Thanks for the advice! If it will work, I probably will use some of their functionality as an optional dependency.
As far as I know, the vanilla expanded framework usually contains the code they use to make their mods work and they have opened it up to other modders to be freely used as a dependency. So you can use from their mods what you like to support your own mod. Hope that helps, check out their vanilla expanded framework wiki if you need more info.