Ludeon Forums

RimWorld => Mods => Help => Topic started by: Greiger on August 24, 2021, 04:39:41 PM

Title: Race modder asking how did Ludeon add the new tongues without breaking saves?
Post by: Greiger on August 24, 2021, 04:39:41 PM
Pretty much what it says on the tin.

I'm a race modder and wish to update my Aspero Race to the newly updated version, but adding tongues shuffles bionics and wounds around on existing saves and even though I have a tiny userbase for my mod compared to others I'd still prefer to avoid making people go into dev mode to correct their bionics.
I noticed that does not happen on humans, and I'm hoping someone could give me some insight into what was done to prevent that so that I could update without ruining people's playthroughs (and share on the race modding discord to help other race modders as well)
Title: Re: Race modder asking how did Ludeon add the new tongues without breaking saves?
Post by: RawCode on August 25, 2021, 05:16:41 AM
1) you start new game
2) add random hediff to one of starting pawns
3) rename that pawn into something like 14141414
4) save game
5) open save with notepad++
<hediffSet>
<hediffs>
<li Class="Hediff_Pregnant">
<loadID>47</loadID>
<def>Pregnant</def>
<part>
<body>Human</body>
<index>49</index>
</part>
<severity>0.001</severity>
<combatLogEntry>null</combatLogEntry>
<ticksUntilMessage>600</ticksUntilMessage>
<father>null</father>
</li>
</hediffs>
</hediffSet>

7) yes i made foot of starting pawn pregnant, probably hurts
8) now it's your turn to think about what exactly cause of issue and possible ways to solve (or prevent) it...