RimWorld
Vanilla Factions Expanded - Ancients
Not able to add a superpower? Also the bio-battery reactor thing does not do anything.
https://gist.github.com/6a270f46df044aba953d0c3819ff3f57
I have run into a few issues while playing with this mod, the two noticeable ones being the bio-battery reactor thing simply not allowing me to load anything into it, or even giving me a storage option at all. The second, which is more crucial to the mod, is the fact that for some reason when I load a colonist into the trait machine, and try to start the process, nothing happens. I can unload the colonist, but as of right now, I am not able to progress with the mod in the fashion that it was designed to do. Another small detail is the fact that despite using the new "isolationist" meme, I still got a "wanderer joins" event where a new colonist with the same religion, but no super power, joined my ancient compound.
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I was having the same problem with not being able to start the trait adding process, did you figure it out?
Αναρτήθηκε αρχικά από Prince_Yriel:
I was having the same problem with not being able to start the trait adding process, did you figure it out?
All Ive been able to figure out is that we are not alone in this, and it doesn't appear to be any of my mods specifically as other people are experiencing the same exact problem with the trait pods. This issue has also apparently only been happening since the most recent update of the mod, so I assume it will get worked out as soon as the devs look at the most recent complaints.
Im having the exact same problem.
same. update broke the button.
Edit: the text on the biobattery suggests you put corpses in it, but apparently they have to start out alive! So that's sorted for me.
Τελευταία επεξεργασία από fitznorway; 20 Νοε 2021, 0:24
Check that the people your trying to put into the gene pod are human. If not you can't use it.
When I click `Add Superpower` button, nothing happens. There is an error in logs:
Exception filling window for Verse.FloatMenu: System.NullReferenceException: Object reference not set to an instance of an object at VFEAncients.CompGeneTailoringPod.get_FailChanceExplain () [0x00061] in <88cbffb9a2c949c59baee282d66114bd>:0 at VFEAncients.CompGeneTailoringPod+<>c__DisplayClass31_0.<CompGetGizmosExtra>b__3 () [0x00125] in <88cbffb9a2c949c59baee282d66114bd>:0 at Verse.FloatMenuOption.Chosen (System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00030] in <e607f12d228b4ae997319523a88e9fd1>:0 at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect rect, System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x003b1] in <e607f12d228b4ae997319523a88e9fd1>:0 at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect rect) [0x000fb] in <e607f12d228b4ae997319523a88e9fd1>:0 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <e607f12d228b4ae997319523a88e9fd1>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

I have only this mod with vanilla extended framework and ideology loaded up.
I found that the 2 ancient soldiers I have who started with powers can gain new powers so it must be a flag that is set with the creation of a pawn.
For me none of the super soldiers have powers and the powers tab is missing. Im sure it is likely from a mod conflict. But without knowing what the VFE code alters I really cannot narrow down where the conflict is from.

I dont care about the super powers that much so I guess it works out. From what others have shown any random pawn could spawn with super powers. Which seems lore breaking too me. If only the super soldiers spawned with powers it would make more lore sense. Since they have been locked away in vaults and dont let anyone join them or use their tech. I think it would be nice for the option to just allow the ancients this power or disable them entirely.
Τελευταία επεξεργασία από VelxraTV; 22 Νοε 2021, 5:20
Ok so i had issues with the bio battery, the tool tip is misleading. right clicking on corpses did nothing, but i spawned a pawn and downed him. i then had an option to take pawn to biobattery. so the pawn cant be dead. not sure if this is working as intended or not but that is how you get it to work as of my post. not sure if it works with animals but it likely does
Has no one found a solution to this problem yet?
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