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From 0.G stable to latest experimental, every character loses their "mutation" hair. Everyone is Bald. #72391
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The hair json styling was changed at some point during 0.G experimentals, before they were individual mutations for each hair style and color iirc. They were changed into hairstyles containing hair colors (as variants). |
Not breaking hair from stable was a requirement for that PR to be accepted, so this definitely should be working. |
Is it true for all tilesets in your game version? It is possible that only some tilesets are affected - see I-am-Erk/CDDA-Tilesets#2237 |
All of the classic hairstyles no longer exist, creating an error on game load followed by everyone being bald. Only thr "new style" hair muts are in the game now. |
ping @MNG-cataclysm |
This is not good. I guess migrating the mutations could fix this? I'll experiment today. EDIT: Come to think of it, I didn't change the mutation IDs for hair in my second PR, so I don't know why that would cause the disappearance of traits. This was probably caused by some earlier change of JSON style to hair, like @RedMisao mentioned, when individual color was ported from full mutations to variants. |
I can think of a simple solution to this: keep the old hair style format in-game but obscured. and only apply the new format to new npcs. |
Yeah tilesets are looking for the name of the mutation, so it's probably important to just keep these legacy mutations in a separate file and make them not be choosable. It doesn't do much harm, even with a migration people may have to manually edit 3rd party tilesets. |
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/confirm Repro save: New City-trimmed.tar.gz |
Describe the bug
All characters lost their hair "mutation" and now they are bald. something to do with the refactor of how hair works maybe?
Attach save file
N/A
Steps to reproduce
Expected behavior
I expected that every npc kept their hair.
Screenshots
No response
Versions and configuration
Additional context
No response
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