Race modder asking how did Ludeon add the new tongues without breaking saves?

Started by Greiger, August 24, 2021, 04:39:41 PM

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Greiger

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)

RawCode

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...