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Additionally, it isn't compatible with 'work tab' and its functionality to increase the max priority level to 9 ( or otherwise ), and it remains stuck as a maximum of 4.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18204DEA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
As long as my initial character is not a mechanic, the setup interface will not appear. Even if the character becomes a mechanic in the future, this interface will not appear again.
I opened a new save today and it disappeared.
It looks like the mechanoid tabs are hidden automatically if you have no mechs.
The gear icon on the adjustment interface is missing
In theory it shouldn't cause any performance issues but I am not sure if it will make a difference for mech performance overheads. Under the hood, the mechs used the same priorities as pawns, just hid the controls.
[Ref 1EEC0997] Duplicate stacktrace, see ref for original
Https:/sp.zhabite.com/sharedfiles/filedetails/?id=2552065963
Could not load UnityEngine.Texture2D at UI/Buttons/MainButtons/IconMechanoids in any active mod or in base resources.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
No other errors or issues, just bloats log file.
Do you need full log for that?
If it turns out to be as great and unexpectedly required as sanguophage feed relations, then I'll give it a gotta have it.
And yes, it should support modded mechanoids and work types