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Probably better to check with RimRobots I imagine, since they have a Harmony Patch on there while I'm just using a custom validator.
@Avericat
I've looked at something like that. Might add it later down the road, but at the time I was focusing on getting core mechanics working.
@Teo,Skn
I've not tested them together. Do they not work? I'd have figured my recipe migration code would work with it.
@cultivahabas
Feel free to put it in the suggestions thread on the discord, if the supporters vote on it I'd gladly implement that, tricky to balance, but would be fun.
Very clever mod.
Root level exception in OnGUI(): System.InvalidCastException: Specified cast is not valid.
[Ref 42DD06CA]
at VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch.Postfix (Verse.LocalTargetInfo target, RimWorld.CompTargetable __instance, System.Boolean& __result) [0x00008] in <4eeb7a01659842b79c77283e0058a265>:0
at RimWorld.CompTargetable.ValidateTarget (Verse.LocalTargetInfo target, System.Boolean showMessages) [0x00200] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX vexedtrees.RimRobots: Void VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch:Postfix(LocalTargetInfo target, CompTargetable __instance, Boolean& __result)
For those of you using sapient mechanoids, they can now be charged using a special charger in addition to the android fuel-food items.
@dumpshoptoon
There is a mod-menu option to reduce the severity or remove it.
It is supported to remove it, but it hasn't made it into my suggestions board, nor has any supporter brought it up.
@Tetsu-Ryu
We've been working on add support for the VE abilities.
Restricted work types are mostly due to the lack of hands condition.
@joe2_4
I think this was fixed a few updated back. :)
What defines the restricted work types in the health condition?
My modded sapient animal has a wolf base, and can't do handle, hunt and crafting.
Is there something that needs to be defined in the race_Properties of the animal?
Is there a way to let the sapient animals keep their animal Abilities/ Comp Properties in the ThingDefs_Races; specifically from Vanilla Factions Expanded?
Eg. them giving thoughtdefs.
Like: VEF.AnimalBehaviours.CompProperties_ThoughtEffecter
Thank you :)
Tried to give a newborn sentient Thrumbo a crib, but they're too big for it, and instead require a full sized bed. This is essentially a non issue, but it would be nice!
a small advice when mech Sapient over maybe can diable them some need?like drink ,excretion,hygiene.
Thx u mod again
Getting dragons to behave nicely when sapient is being worked on. :)
It is because of the crash in VanillaRacesExpanded Waster. That mod's patch Errors and causes my mod and everything else there to not finalize its code, so the "spawn next pawn as (race)" type code ends stuck on.
I'll see if I can handle the edge-case of it getting stuck on though.
@Lav
That error is basically saying. "There was an error but it is already logged, so no information is provided". You need to link to the full log file.
Error while killing Jake during phase 2: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 29AB82B9] Duplicate stacktrace, see ref for original
Log : https://gist.github.com/HugsLibRecordKeeper/bf172a711dbc32774fb5cf427c8cfd87
It happens when a pregnant animal is co-gnified and then gives birth. After that, every pawn generated by the game becomes that type of animal too, until the whole game is restarted.
Depending on how their abilities are implemented they may or may not carry over. All vanilla ones I've tested worked fine.
Vanilla Expanded animal abilities are currently not handled, but we're looking into it.
There is a lot more going on than changing graphics.
“Baseliner” is just a Biotech label for their xenotype, of which they start with none. Baseline elephant, etc.
The bodies, stats, romancing behaviour, children, tool-wielding abilities, unique animal abilities are all transferred in various ways where possible.
Not yet, but there are XML support for adding it. I've just not been working on a bionics mod yet.
@blackfolder42
Noted. I'll add it to the list to try to reproduce the error.
@Eclipse
Only with their own species. Or other sapient animals if you change that mod option.
Big surprise. I expected this because I always believed they do not count as animals, because most V.O.I.D. monsters have no character editor screen.
I am very satisfied with the mod and enjoying it. I am just careful when creating statues. Thank you for creating this mod!
More handling of apparel for sapient animals is something we're still working on. Not sure what we'll do about super-specific requirements like royal-title apparel though. Could be neat to add some sort of royal barding.
@Nate700
Sapient dragons and their abilities (etc.) is being worked on from both our end and theirs. :)
@V.O.I.D. Advisor L22B
Would probably would, I think. I believe they count as animals.
@Totally Not Ed
Check with their devs. :)
If there is something we can help with from our end we'll ofc do so. :)