安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
had told you that i'd be under attack rn and the bug showing up on not all but many fauns + on all normal pawns; and that a faun was crazily bugging around by using treeskip over n over again with a haytankard (cow-human) as target
Removed every tag in <pawnSources> in the embryon
what you are experienceing is a pawn generation issue. a cool one on top of that. something is messing with your growth vats or pawn generation in general. the gist is: a faun is generated as a baby but requires the intellectual worktag due to one mod copieing its parents pawnkind and pasting it on the new baby as its default pawnkind. in that case worktag required intellectual is not working on a baby and it goes then in a loop.
so for a quick solution check out if vehicleframework, pirates, altered carbon charmweaver, simple trans, or wasters are influencing it. maybe its a combination of all of those that is messing it up, you could try and remove the intellectual worktag from faun pawnkinds but i doubt this would work.
I got an exception when an hybrid embryn between a Faun and a custom xenotype born
I made a hugslib log file for you https://gist.github.com/HugsLibRecordKeeper/748438abb242b97710d9e39e942b8ba1
rimworld and this mod had no recent changes, further more when it comes to rendering for a gene head texture, its still the same as in 1.5. the texture path is way to unique to simply replace anything.
i would love to help you more, but im not recreating another modlist with 400+ mods to a tee
right after a beer
asking for a friend
i would love to say yes, but my knowledge is limited