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Thanks for getting back to me so quickly! I'm liking the mod so far, otherwise - keep up the good work!
When a tribute collector has the gene, they often walk into my gravship's walls & think they've gotten "stuck" - so they wind up digging through the gravship's walls & promptly leaving the map because they think they were trapped.
Is this something that someone else has seen too, or does it sound more like a weird interaction w/ other mods I might have installed?
If it doesn't sound like a mod incompatibility, then would it be possible for you to add a setting that disallows spawned supers from phasing through player structures unless the super in question is hostile toward the player? I'm afraid that one day they're gonna phase into my gravship while I'm in space - or at minimum phase into the walls of my prison & release my prisoners
- I made an offer to an artist that they choose not to refuse, and now the projectiles for abilities in this mod should look a lot less off
- For those who are using the Hero Organization mod and have radiant quests active, captive heroes will now usually have the Heroism ideology instead of the Villain's Ideology
I recommend verifying file integrity and/or forcing steam to reinstall this mod, but if that doesn't work then I'm not sure what could cause that to happen
Activation of the ability is similar to launching a drop pod, though if you are targeting a place that has multiple arrival options (i.e. settlements allow for landing at center or edge) you'll usually need to let the game run a couple ticks because the way that the game handles abilities causes there to be a slight delay in that drop down.
If it still doesn't work after the verify/install, you'll have to clarify on what way it isn't working
I can't seem to get it to work, if I select world travel I get a yellow hexagon but can't seem to travel to them.
What am I doing wrong?
@Efrain From what I can tell, they just copied this mod's files instead of making patches, so using both at the same time may cause issues. If you're on 1.6, you'll need to wait for them to update as their 1.5 version will probably throw errors in 1.6.
Parameter name: type
[Ref CBC78028]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00003] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.Planet.WorldObjectMaker.MakeWorldObject (RimWorld.WorldObjectDef def) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.FlyShipLeaving.LeaveMap () [0x000ff] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Skyfaller.Tick () [0x001f6] in <24d25868955f4df08b02c73b55f389fe>:0
This is with the nonsense cut out to fit here
Any layer accessible through world abilities should also allow for teleportation, though settlements on layers that don't allow caravans to be made (i.e. orbit) cannot be visited this way, only attacked.
In related news, teleportation should now properly find allies on the map for more precise targeting when available, and teleporting to sites now enters the map immediately instead of requiring that random caravan step in-between
Never seen this before. Weird as hell.
If it is completely gone, please check to make sure there aren't any other effects or mods which forcefully set what genes the pawn can and cannot have, and if not gone see if you have any mods that alter what genes pop up on the list of shown mods (i.e. EBSG Framework has a toggleable setting that hides genes that aren't active).