If the ideology column is displayed the mod breaks when the colony has a baby
DrStalker opened this issue · 2 comments
DrStalker commented
You can see it gives up right when it reaches Parsons' ideology. I assume this is because the baby has no ideology, and the mod was written with the (safe before version 1.4) assumption a pawn will always have an ideology.
None of the mod buttons respond at all, meaning the column cannot be removed. To work around this I edited my save game files and deleted Numbers_Ideology from the saved game data:
<li Class="Numbers.WorldComponent_Numbers">
<Numbers_Numbers_MainTable>
...
<li>Numbers_Ideology</li>
...
</Numbers_Numbers_MainTable>
</li>
This is a nicer fix than my second plan of murdering the baby, who is less valuable to me than a functional Numbers mod.
Mehni commented
I love this bug report, thank you for the laugh.
I'll get right on that.
Mehni commented
Fixed.