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[Extra Mutated Scenarios ] Adds new mutation trees to mod starts #73290
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You are creating a pull request with the master branch as the head branch. This is likely a mistake unless you really know what you are doing. You may read https://docs.github.com/en/get-started/quickstart/contributing-to-projects#creating-a-branch-to-work-on for a typical workflow of contributing to a project on GitHub. |
Please clarify PR title - what is 'this mod'? |
You're not meant to just delete the template and start over the changelog bot won't recognise your first line which should be something like
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thanks |
changes to intergrated is mostly to make sure hard chitin and bark intergrated armor does not block large talons (during testing character did not seem to use the talons while unarmed with a bark type mutation and especially with chitin plate) and added padded to bark and chitin to prevent possible armor running against skin (seen the issue before when having character start with just chitin plate) since discord subjected I apply the fix to base game instead of making a mod to apply the fix (can easily make as mod since fix only applies tags and should have not impact on stuff besides fixed use cases and increasing file size slightly)
Why have you duped the integrated file? |
sorry missed it was using it to compare if there was changes updated branch with it removed |
…cked behind thresholds removed Infrared Vision from pre threshold chooses since it is now locked behind thresholds
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looks good for me
Summary
Mods "[Extra Mutated Scenarios] Update to include new mutation lines"
Purpose of change
To update the mod to include the newer mutations and resolves issues like allowing players to give a mutant that doesn't have the right threshold a mutation that requires something they don't have.
Describe the solution
Manually updated it to allow people to be to choose newer mutations, prevent getting a threshold mutation that you are not at the threshold for, prevent being able to select a mutation that is flagged as invalid (it was part of a condition mutation that triggered it based on mood) and prevent issues like selecting a mutation but being given a different mutation instead though this still happens (things would likely have to change in the code to fix this)
Describe alternatives you've considered
Testing
I've used it for multiple characters with no issues
Additional context
Didn't know how to implement the wildcard thing for chimera so threshold mutations are still limited to chimera on character gen