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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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