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报告翻译问题
is there a way to manually fix this without disabling 'social environment thoughts' alltogether?
Parties are ridiculously bugged (two pawns drink like 100 beer one after another developing addictions).
Inspirations suck and CANNOT BE EXCLUDED (idk check other comments same bug i think) also they take over vanilla pool because of their bloat so my pawns are on flirting frenzy 99% of the time.
Developing traits is mind boggling. I don't think you can even really play with it. At least THIS can be turned off.
Dunno. Kinda nice mod but I think it aged and it shows (with some bugs), I mean it is hard to keep pace with the base game getting so many updates compared to 7 yrs ago.
I mean even the mod menu is bugged, cmon.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref D56CD9B7]
- POSTFIX OskarPotocki.VanillaSocialInteractionsExpanded: Void VanillaSocialInteractionsExpanded.GetStatValue_Patch:Postfix(Thing thing, StatDef stat, Boolean applyPostProcess, Single& __result)...
Same. This mod would have been nice for my Legitimate Business Magnate run, but the errors spoken of in the comment section make me concerned.
Devs won't even read the comments, bit scummy.
https://gist.github.com/HugsLibRecordKeeper/8e48c8c2d9a133a2db18ecc2d9347a11
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Unrelated, is there a way to tone down the amount of these chit chats from happening as often or reduce the amount of skill they get from these talks?
I'm encountering an issue with "Vanilla Social Interactions Expanded" in RimWorld. During autosaves, I get repeated warnings about "Trying to save reference to a discarded thing" for various pawns.
The error logs point to RaidGroup:ExposeData() attempting to save references to already destroyed pawns that are no longer managed by the game.
I've tried updating the mod and checking for conflicts, but the problem continues. It seems the RaidGroup class might need to clear destroyed pawn references before saving.
Let me know if you need more details. Thanks for your work on this mod!
Best regards,
I'd just like to feedback here I don't think the "gained trait" mechanic makes any sense and to be honest it swings wildly between being overpowered or a serious detriment. I've just had 2 pawns gain immunity to flu and one became depressive and the other (one of my good doctors) became a 'dunce'.
It's just very random and I don't think it fits with the mod at all.
Even when the inspiration feature added by the mod is disabled, the mod will still provide the inspiration
If people don’t report properly, they should expect us to respond accordingly.