Failed Bioweapon no longer availabe in lab escape scenario
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The failed bio-weapon profession is no longer in the lab escape scenario options, likely because they changed the ID of the scenario.
IMO, the failed bio-weapon profession is only useful in this scenario, as in the bio-weapon lab, there are other professions that would always be chosen before it.
Weird. Will poke around with it in a bit.
This might actually have to do with kenan's modpack, I'll see if I can reproduce it there.
Found the culprit:
[
{
"type": "scenario",
"id": "lab_chal",
"name": "Challenge-Lab",
"points": -8,
"description": "You've been locked in a lab with no (obvious) way out! Find a way to escape or starve to death.",
"start_name": "Locked Lab",
"professions": [ "unemployed", "mutant_patient", "mutant_volunteer", "labtech", "broken_cyborg" ],
"allowed_locs": [ "sloc_lab_escape_cells", "sloc_lab_finale", "sloc_ice_lab_stairs", "sloc_ice_lab_finale" ],
"traits": [
"ELFAEYES",
"URSINE_EYE",
"FANGS",
"GILLS",
"SPINES",
"PLANTSKIN",
"NAILS",
"RADIOGENIC",
"PADDED_FEET",
"RAP_TALONS",
"HOOVES",
"CANINE_EARS",
"FELINE_EARS",
"TAIL_FLUFFY",
"TAIL_LONG",
"WEB_WALKER",
"WHISKERS",
"SLIT_NOSTRILS",
"TROGLO",
"WEBBED",
"BEAK",
"UNSTABLE",
"RADIOACTIVE1",
"SLIMY",
"HERBIVORE",
"CARNIVORE",
"PONDEROUS1",
"SUNLIGHT_DEPENDENT",
"COLDBLOOD",
"GROWL",
"ARM_FEATHERS",
"ARM_TENTACLES",
"LEG_TENTACLES",
"CHAOTIC",
"ALCMET",
"LIGHT_BONES",
"CHITIN"
],
"flags": [ "CHALLENGE", "CITY_START" ]
}
A mod called "mutation changes."
Use the source whenever possible. Shit like this is why I advise against using mod compilations whenever possible, it causes weird desnyc and confusion over the source of a problem.
FFS I'm fairly certain the split in the lab scenario is SEVERAL months old. It's pre nested containers at minimum, as BN has the same split.
EDIT: Oh, no. It's the mutation change mod, yeah. Sorry about that.