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find the workshop folder of the game
find the mod folder|
in the mod folder make a new folder called 1.4
copy the shit in the 1.3 folder into the 1.4 folder
there 1.4 update done
It works fine in 1.4.
Is it possible to request a patch from you for medieval overhaul?
I can just add a patch for yours, but I think it makes more sense to include with the mod that is literally doing this for other mods, so it is all kept in one place.
Thank you!
https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067
<Operation Class="PatchOperationFindMod">
<mods>
<li>ModsName</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationRemove">
<xpath>Defs/ThingDef[
defName = "DefNameOfObject" or
defName = "DefNameOfObject"
]/comps/li[@Class="CompProperties_Refuelable"]
</xpath>
</li>
</operations>
</match>
</Operation>
You can have just one DefNameOfObject and don't need the "or" for it. That's just for adding more than one item.
I hope this isn't spam but trying to teach people XML is difficultish
Currently when both mods are loaded ProxyHeat doesn't work.
The passive coolers where driving me insane with its constant running out of fuel and eating loads of wood, and taking time from my few poor pawns.(i am too low on steel to properly set up powerd cooling atm)
@Dr. Nolegs - The new game code probably checks to see if it's burning fuel. If so, this simple XML patch wouldn't work and we'd probably have to exclude campfires. I'm not very familiar with the new DLC yet, so there may be other issues as well.
Is the Dubs passive coolers thing resolved (using the Dubs settings tip from @oicher), or is anyone still having problems with it?