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Openai/696e303b-9f9c-8001-b1df-6fcfc3f35a2c
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=== Assistant: Hell yeah — nice, that’s the best possible outcome 👍 === Hell yeah — nice, that’s the best possible outcome 👍 What you just did was basically restore a missing load-bearing beam. You didn’t “re-add alien races,” you just put the type system back where RimWorld expects it to be, so all the mods that were blindly poking at those defs stopped grabbing null and falling over. A few practical notes so this stays stable: * Keep HAR loaded for this save. You can ignore it forever, just don’t remove it again mid-run. * You do not need to re-enable Pawnmorpher unless you start seeing errors explicitly naming it. Different beast, much messier. * If you ever prune mods again, treat HAR like a standard library, not a content mod. Removing it is like deleting std::vector and hoping C++ vibes its way through. What’s satisfying here is that the symptoms looked like: * VFE Insectoids exploding * Fog of war melting * MapDrawer having a panic attack * “Every object on the map” error spam …but the cause was just: missing definitions during map gen. Classic software failure mode. One null at birth, and the whole organism never forms correctly. If anything else crops up, you now know the pattern: * Local ticking error → delete the object * Map generation error → suspect missing defs / removed frameworks * VE mods screaming → check their assumptions, not their code quality Glad this one landed cleanly. Enjoy your now-non-quantum RimWorld.
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