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If you're defining separate materials for each caste (which you really shouldn't be doing), you might run into problems, because a single creature can only have 200 different materials associated with it. |
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Good to know, I don’t think I’ve gone over 200 as each caste was only adding one (maybe two at most) materials even accounting for the default tissues but I’ll double check my code when I have the opportunity. |
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Yep, turns out some extra [BODY_DETAIL_PLAN:STANDARD_MATERIALS] snuck in while copying caste definitions, this is just the hardcoded limit hitting |
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