I hope there will be various species
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Show posts MenuQuote from: stigma on July 08, 2017, 02:22:25 PM
Known conflicts:
- Any mod that gives guests animals (or slaves)
Does anyone know if this applies to Vanilla Animal Overhaul?
It makes more animals be able to carry stuff in caravans, but I don't think it really "adds animals to guests". Depends on how visiting trading caravans are defined I guess.
I'd greatly appreciate any info about this. I hate running into unforeseen comparability issues late into my game.
-Stigma


TipSignal with null text.
Verse.Log:Error(String)
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Moody.Table.Columns.TemperatureSummaryColumn:cellRenderer(Rect, Pawn)
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Moody.<>c__DisplayClass69_0:<WindowOnGUIBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
sometimes when I tried to switch "Next pawn mode" and/or "Next view" quickly and repeatedly (spamming their hotkeys). Probably harmless.
Quote from: GiantSpaceHamster on July 05, 2017, 01:20:27 PM
#2) Do you mean you just had to reload the same save game again or you had to start a new game?
#3) There is a minimum buffer between the edge of the screen that I use to prevent it from going offscreen. That's likely what you've encountered.
#4) If you can attach the save game that you started and encountered errors with right away (where you only had Moody enabled) that might help me track down this particular issue.
#1 is odd and I have not encountered this problem in my testing. If you can reproduce it with a game that doesn't have other mods enabled attaching that save game would help. Otherwise I will see what I can find.

Quote from: Wilponderroci on July 05, 2017, 09:54:32 AM
Can anyone confirm if this is compatible with hospitality?
Quote from: dburgdorf on July 05, 2017, 09:41:59 AMBut the new traits don't "overtake" the basic traits, since in addition to the traits that replace a pawn's incapabilities, the pawn also still gets the normal selection of random traits, so nothing's really lost. You just end up with pawns with longer trait lists. Typical pawns now have four to six traits instead of two or three.
Still personally I don't worry about it.
Moody settings saved
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Moody settings saved
Verse.Log:Message(String)
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Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
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Moody settings saved
Verse.Log:Message(String)
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Moody.MoodyController:checkHotkeys()
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RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
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Cache Updated. Total pawns: 11, Skipped: 0
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Cache Updated. Total pawns: 0, Skipped: 0
Verse.Log:Message(String)
Moody.DataCache:updateCache(Boolean)
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Verse.Root_Play:Update()Division by zero
at Moody.DataCache.updateCache (Boolean viewChanged) [0x00000] in <filename unknown>:0
at Moody.MoodyWindow.WindowUpdate () [0x00000] in <filename unknown>:0
at Verse.WindowStack.WindowsUpdate () [0x00000] in <filename unknown>:0
at Verse.UIRoot.UIRootUpdate () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
at Verse.Root.Update () [0x00000] in <filename unknown>:0Quote from: idl0r on July 04, 2017, 12:44:16 PM
So which one works? There are different versions, 2? have an additional fix the other one doesn't have. I tried one but got a bunch of error after loading it.

Quote from: spoonshortage on July 04, 2017, 09:29:20 AM
Pros: damage more logical on smaller/bigger animals
Cons: powerclaws and scytherblades only for certain animals
less easy to obtain the fitting part from traders (for those who play without crafting)
more recipes on the bench list
more clutter in your stockpiles if you have lots of different sized animals
people have to remember what part goes on what animal[/size]
And basically it is the same as "damage more logical on smaller/bigger animals". The squirrel with the scytherblade isn't logical.