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翻訳の問題を報告
Personally I think it's a great idea for you to add an option in your mods settings... But I guess I'm biased in that opinion lol
Either way dude you've really made my day
I'm honestly not sure how the game handles it when complaining about this sort of duplicate issue. It might work fine or it might apply things twice. You'd have to test it. If you want to fix it for yourself you only need to open the xml files in notepad and delete the <li> blocks of the offending items. I always space my patches well so you can tell at a glance that each piece is its own thing.
\1.5\Ludeon\Core\Patches\Mods\Elite Bionics Framework
You might want to run the mod from a local copy though to avoid it fixing the files when I update. As for fixing the issue I can't think of a good way to fix it on my end due to MSE2 needing to load after. The only thing I can think of is making the EBF patch optional but that would shift it to requiring XML Extensions. It would also require a separate patch to function. So that's not really a good option for a relatively niche issue.
sorry if this is a stupid question... but does that mean the mods technically work fine together as intended, aside from the game complaining a bit? I mean they HAVE the value they need right?
either way: thanks a lot man! ill be waiting for more info
no rush! I have school anyway. have a great day :))
I'm honestly going to have to try to think of how to fix this assuming I can because its so unbelievably annoying. The arms already have the Comps field so the hp adjustment can just be added. The legs don't have the Comps field so you have to add the Comps field and the hp adjustment. Both mods are doing this. However, if you add the Comps field or hp adjustment when another mod has already added it it'll throw an error.
Meanwhile the only thing Rimworld offers is conditional patches if thing is true or false do this other thing. Also load order matters and for a mod like Medical System Expansion 2 its probably best to be loaded after my mod since it likely needs to change things. However doing that means my patches should run before MSE2 and won't detect the changes it attempts to do.
Overall its a very obnoxious messy thing to fix.
its seemingly a very small issue.... would it be possible for you to either take a look at it or claim it as incompatible officially?
the issue its claiming is "Config error in ArchotechArm: EBF.Hediffs.HediffCompProperties_MaxHPAdjust: two comps with same compClass: EBF.Hediffs.HediffComp_MaxHPAdjust" that error repeats 4 times for 4 different items:
ArchotechArm, ArchotechLeg, BionicArm, BionicLeg.
ive asked the dev of "Elite Bionics Framework" and he says
"Not directly related to this framework mod, but a simple explanation would be: there is a patching conflict between different EBF-bionics mods, where quite literally the compClass thing is wrongly repeated." im sorry if this is the incorrect way of requesting help D: im pretty new to this stuff...
Thanks in advance!
I meant ABE itself is more whacky and mad science, especially with more than a few of its items.
It wouldn't really be fair if I said no you can't make things from scratch. Its not like I own the ideas. I also understand its a bit of a silly distinction given its all xml and easy to reproduce. If any issues crop up though as a result of somebody using it with my mod I can say I have nothing to do with it and its not my problem. Any issues should be reported to the author Yefreitor.
I would appreciate it if the title and any labelling of your mod is distinct enough that people don't confuse it as something to do with me. Similar to how the Vanilla Expanded team don't want people labelling things in a way that people attribute it to them. If for whatever reason you still want it closely tied to my mods saying its an unofficial addon should be fine.
That said, would it be a problem if I made something like that from scratch and added it to my mod?