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One of the effects of kickback is reduced consciousness, and stacking other counciousness reducing effects can kill a pawn if the total is reduced to 0%. I've seen pawns die from infections only half-way through its progression due to cases like this.
I thought the kickback would just plain crash the game, since there were some considerable changes to modding. Lucky me I guess?
After quickly starting a new game with just your mod enabled:
It looks like the kickback works fine, however I can't tell if the Smokeleaf patch works. I applied the dependence to a colonist and then gave them the patch, but witness no immedent change.
I'm also thinking on doing some reworking on the kickback, make it more of a treatment and less of an instant cure, but that will take longer
Thank you Sarelth and El_Venezolano for your help with this bug.
Well, I guess I can confirm Sarelth's report; same exception thrown by the PawnGenerator ... RimWorld.PawnAddictionHediffsGenerator.DoIngestionOutcomeDoers (Verse.Pawn pawn, RimWorld.ChemicalDef chemical). ....
However, there's one more thing I'de like to add : note that this can actually break saved games!
While the log is more cristal when starting a new colony, the pawn generator can bug-out when creating a new faction leader (if one died) and lock the player out of the comms console menu (...possibly even leading to all sorts of error with other mods in the mix...).
I know theres supposed to be a work-around by editing your save files and deleting the faulty faction, but in my case it worked halfway and locked me out of using the world map; maybe because of the other 50+ mods I run.
Anyway, goodluck with the fix Gariba. <3
I have been making new saves a lot to try to get all my mods working together. I can make a new save, try to get that error to pop up in it and then send that save.
It might be a bug from this mod. Probably due to the changes on the last update. I'll take a look.