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Its time to get "Captain of Industry" on these supply chains because holy smokes is it intensive on material and setup XD
in MSI_Buildings_Power.xml file, the value is -1 for all other versions
https://steamcommunity.com/sharedfiles/filedetails/?id=2963604931
[Smokeleaf Industry Reborn - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/RecipeDef[defName = "Make_Bandagekit"]/ingredients/li/filter/thingDefs"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(VGP Garden Medicine): Error in <match>
Verse.PatchOperationFindMod(VGP Garden Fabrics): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2018570327\1.5\Patches\VGP_Patches\SmokeleafInd-VG_medicinePatch.xml
Perhaps the devilsleaf recipe should be creating 50 units of fabric instead of 25 to balance things.
both are possible, but i think a better option would be a new bill that gave far less bud and more of the other two- im Half tempted to write some custom code that would make it so that if you left them long enough, they would flower, reducing the bud harvested to minimal levels (perhaps dependant on how long it was in the flowering phase), but increased the seed and fibre output
@Valikdu
fixed for next update, thank you for supplying the defname :)
@Black_moons
I'd Totallly forgotten about that, im still not sure its the best solution, i'd love to know Why the original author decided to do it this way- as whatever reason Might no longer be vaild or worth it compared to the downsides of using his own set of hediffs and addictions from smokeleaf
the current version of VGPGG does not have "Sugar", it just uses sugar canes (Rawsugarcane) in recepies that make sweets.
currently, sweet things like cookies can't be made because of this, because the patch still refers to "Sugar".
try checking the supported versions
Thats why Githubs for haha, at some point over the next week or so, when i have a moment, i will see about swapping it over, however it wont be untill after my own mods are updated to 1.4
re ideology stuff, if its keyed specifically to the hediffdef/chemicaldef/thingdef/drugdef then your correct, it wouldnt count as the same thing, im afraid im unsure if it is keyed though, having not really played rim since 1.1 was released, and not looked into ideology much in terms of modding, as im not fond of locking content behind DLC requirements
@ogliss thanks for looking into it. I wonder if there's a way to test it without putting it out as a general update to everyone? I am wondering if it is simpler/less incompatible to just patch the gene from biotech than swapping the defs? But I know nothing about rimworld defs.
Does the different defs mean that, for example, any ideologion memes that work off smokeleaf, don't function properly with the smokeleaf from this mod?
offhand, not being sure Why its the way it is(the only reason i can think of would be avoiding editing vanilla files for compatibility sake), id be inclined to say yeah, could swap to using the vanilla def, though unsure what side effects it might have
@fartblaster can you share what workaround you’re using with dev mode? Is it as simple as reassigning the addiction to this mods smokeleaf?
for reasons unknown to me, as im not the original author, the mod uses its own smokeleaf def- meaning that pawns with addictions/dependancies on the vanilla drug wont be satisfied by the smokeleaf products in the mod
in the drug addiction parameters you need to set <generateAddictionGenes>false</generateAddictionGenes>, how to do it with ambrosia in Core
I'd ask for help on one of the discords.