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报告翻译问题
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XML Verse.GeneDef defines the same field twice: displayOrderInCategory
… <displayOrderInCategory>0</displayOrderInCategory><displayOrderInCategory>0</displayOrderInCategory>
EBSG_Ageless from Extended Biotech Style Genes defines the same tag twice.
Modern RimWorld is strict: the second tag crashes the def parser for that one gene and everything that references it later.
Fix
Update EBSG to the 1.5 “hot‑fix” build (the authors removed the duplicate field on 2025‑04‑09).
If you must keep this exact build, edit Defs/Genes/Gene_Ageless.xml and delete the second line.
https://gist.github.com/HugsLibRecordKeeper/83d46440ae0da0dfd48e68f959a35954
heres just the ones that seem to bug out, ignore bottom on
https://gist.github.com/HugsLibRecordKeeper/646f0d7a2b542088b119c1004a8d257e
maybe its on thier end? i tried to grab all "gene" mods only just to see but cant seem to lock it in
thanks for taking a look
Dont think its causing massive issues but figured id check
https://gist.github.com/HugsLibRecordKeeper/71df3d57056cf657cb66592cff70270b
Could not resolve cross-reference to Verse.GeneDef named EBSG_InnatePsychicAmplifier (wanter=blackListedGenes)
subscribe each mod is options but... it is something challenge to manage it.
I know some mods by other creators can maintain age in some way by forcibly modifying character information, but it makes more troublesome to use, and sometimes it can only limit to the first few colonists at the game beginning, and this attribute cannot extract and share with other people such as captured prisoners.
If this stop-aging-gene can be add in this gene system, then after the game starts, I can extract it from several colonists who have been implanted with this gene at the beginning of the game for preservation, take it out and implant it into those humans who cannot have the gene , such as captured prisoners.
In this way, I can make them stop aging normally, which is also in line with the normal game play logic of this game, instead of using other mods to force edit character.