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Because in Rimworld noses don't do anything besides affecting beauty and there's already two available options the Artificial Nose included in this mod and the Aesthetic Nose included in Royalty.
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?
After thinking about it I'm sorry to say my answer is still no. Even with a dependency on VBE it's still taking pieces out of ABE and letting someone else release it as a mod. I'd rather not encourage this behaviour especially since doing so could cause it to repeat in the future. I've put in a lot of effort to create and maintain a Vanilla friendly version and a bit of a more whacky mad science version. I'd rather not have things diced up into even smaller pieces managed by myself or others.
If you want to make changes like this for yourself that's fine but I don't want them circulating in the community.
By that do you mean you want to copy some things from ABE and upload it as a mod? If that's the case then no I'm sorry I do not want to allow that. If you want to upload a mod that adds new bionics that rely on VBE/ABE, or do changes to VBE/ABE that's perfectly fine. However I don't like the idea of someone cutting out pieces of my mod and uploading it separately. I also imagine that kind of thing is just going to cause issues down the line in one way or another.
I don't use Combat Extended and I also don't provide compatibility patches for it. If its causing errors it sounds like the patch they include with Combat Extended is outdated and needs updating.
Thank you, I'm glad you enjoyed it.
I'm aware you never had both enabled I was merely confirming you really don't need to. Anyways these are all errors relating to adding UI icons to the recipes. Both ABE and VBE have this feature so if one should error the other should too. This is likely down to adding a mod that adds UI icons to existing recipes and also load order.
When you switched to ABE you probably loaded the UI icon mod after ABE. The ui icon mod probably adds them in a different way to my patches (probably code). So if ABE is loaded first it sees that the recipes already have icons and skips them. Where beforehand the mod was adding the icons and then my patch was running resulting it in it being added twice and causing errors.
https://gist.github.com/HugsLibRecordKeeper/e07153da766e350106bd2b4f70229223
Also for reference, I have all DLC currently available and enabled.
I will resubscribe to this one and provided its not just needing to unsubscribe and resubscribe as you mentioned, If I still get the errors I will post a copy of generated logs in the bug reports discussions.
Yes my mod Advanced Bionics Expansion include Vanilla Bionics Expansion and uses the majority of its files as the base which is then expanded upon. So there's no reason to have both enabled as it will only cause errors.
I would like to see a proper log just to know why its erroring in case its something I've missed. Considering it hasn't been reported before it could simply be an issue on your end. Maybe some of the files got messed up or something. You could try unsubscribing and resubscribing to the mod or verifying the game files.
With the mod Hugslib you can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here (or the bug reports thread). It's also helpful if you include which dlcs you own.
But with your other mod [FSF] Advanced Bionics Expansion and the exact same other mods loaded I don't get any error text. So I've switched to your other mod, additional features are always nice too.
If you need additional info (like logs) let me know. But as far as I understand [FSF] Advanced Bionics Expansion incorporates all the features of [FSF] Vanilla Bionics Expansion
Sorry I have no clue how to patch stuff for CE and I don't intend to make patches to support it. It would be better to ask the CE team to update their patch. I haven't tried it but you should be able to remove it without too much issue. It'll likely throw some errors. Just make sure to make a backup save and remove any bionics from people before removing it.
I don't do CE patches. I think CE might include a patch but it could be outdated.
That's not a bug that's intended. It's supposed to allow people to work on bionics without swapping tables continuously and holding up other work. The fabrication bench is used for pretty much all spacer and ultra level technology. Making components at it is the most basic of abilities.
@Stick God
No clue, you'd have to ask the creator of Visible Cybernetics since they're the one that adds visuals.
They shouldn't be able to. If they can that's a bug.
Thanks for letting me know I'll upload a fix. I really need to overhaul those descriptions sometime.
"A spine prosthesis. It's not as efficient as the real thing but it's better than the nothing."
Should be "A spine prosthesis. It's not as efficient as the real thing but it's better than nothing."
It affects FSFProstheticEye, FSFProstheticSpine, FSFSimpleProstheticLung, FSFSimpleProstheticKidney, FSFSimpleProstheticLiver & FSFSimpleProstheticStomach
Yes there's a real conflict. As per the description Advanced Bionic Expansion already includes Vanilla Bionic Expansion so its unnecessary. Also having both enabled will probably just cause issues with the defs and patches since there are some differences between how certain things are handled.
Wrong workshop entry. Anyway, if the leg wasn't shot off my best guess is the game threw an error and the hediff was deleted. I'm not sure why that would happen, as you said it could be something related to ce issues. It's not something I can fix on my end. My mod doesn't use any code and the ce patch is handled by ce. All I can suggest is to use dev mode to glue a new leg on and keep an eye out on the log so you can report it in the future to whatever caused it.
While I haven't tried them together, there's shouldn't be any overlap. As I understand that mod adds its own set of new bionics specifically for animals so they shouldn't conflict in any way.
"A Dog Said... Animal Prosthetics 2"? Thank you for your great mod, and thank you in advance for your answer!