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	Fix null fertilizer when an egg tries to implant
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					 3 changed files with 7 additions and 2 deletions
				
			
		
										
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					@ -1159,6 +1159,11 @@ namespace RJW_Menstruation
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                foreach (Egg egg in eggs)
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					                foreach (Egg egg in eggs)
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                {
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					                {
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                    if (!egg.fertilized || egg.fertstage < 168) continue;
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					                    if (!egg.fertilized || egg.fertstage < 168) continue;
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					                    else if (egg.fertilizer is null)
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					                    {
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					                        deadeggs.Add(egg);
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					                        continue;
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					                    }
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                    else if (Rand.Range(0.0f, 1.0f) <= Configurations.ImplantationChance * ImplantFactor * InterspeciesImplantFactor(egg.fertilizer))
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					                    else if (Rand.Range(0.0f, 1.0f) <= Configurations.ImplantationChance * ImplantFactor * InterspeciesImplantFactor(egg.fertilizer))
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                    {
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					                    {
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                        Hediff_BasePregnancy pregnancy = parent.pawn.GetRJWPregnancy();
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					                        Hediff_BasePregnancy pregnancy = parent.pawn.GetRJWPregnancy();
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					@ -1,6 +1,6 @@
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Version 1.0.6.6
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					Version 1.0.6.6
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 - The menstruation cycle used to start ticking exactly one game hour after loading the save. Now the hour timing is consistent across a save/load.
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					 - The womb tick timing is now more consistent across a save and load, and also spread out across pawns.
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 - Every womb will tick at a different (but consistent) time after the hour per pawn.
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					 - Fix error when an egg fertilized by a nonexistent/garbage collected pawn (e.g. in an NPC's womb) tries to implant.
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Version 1.0.6.5
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					Version 1.0.6.5
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 - Handle climacteric induced ovulators a bit better.
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					 - Handle climacteric induced ovulators a bit better.
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