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So "RawCotton" which SPLA (and your mod too) use is 2DankPyon_RawCotton" in that mod. Given that mod is quite extensive, and their def is probably used in who knows how many recipes, it would be best for that author to make a patch.
That aside though: For 1.6 compatibility , all you need do is update the About file again ;)
@DaniAngione - That is most likely down to another mod you are using causing an issue. This mod works fine, even in 1.6
"Could not resolve cross-reference to Verse.ResearchProjectDef named Devilstrand (wanter=researchPrerequisites)"
Have you seen it before? Anything I can do to fix it?
-Same mod order as Day 2.
-Devilstrand crop finally came in. The mushrooms gave their Caps when harvested, and so I can confirm that Devilstrand still follows the path laid out by Cloth Production Expanded. It's only Cotton that runs into conflicts with Medieval Overhaul.
-testing concluded. If I never have to play a stripped-down version of RimWorld for the sake of testing mod compatibility, it will be too soon.
-No mods installed besides CPE, MO, Character Editor, and prerequisites. No errors at all.
-Even with MO loaded before CPE, the game gives MO Cotton from harvesting Cotton plants, forcing the player down MO's cotton production path.
-Still no news on Devilstrand. Unlike yesterday's attempt, I got a field of Devilstrand Mushrooms growing, but the description doesn't lie when it says they grow slowly.
-Cloth Production Expanded (CPE) installed before Medieval Overhaul (MO).
-Game did not crash or throw up notable errors.
-Cotton gave MO Cotton when harvested, making the obtaining of CPE Cotton Fibers and Cotton Thread impossible.
-Successfully built all three CPE buildings: Spinning Wheel, Loom, and Shroom Bucket.
-No progress made on testing Devilstrand. Colonists in RimWorld are completely useless, hence why I usually cheat. Two of them already died; one threw himself at a hornet's nest while on a food binge, and I executed the other one for going Berserk. Will post Devilstrand results when possible.
Other than that, this mod will be pretty fun to play with.
<sustainStartSound>wheelstart</sustainStartSound> <sustainStopSound>wheelstart</sustainStopSound>
"wheelstart" isn't a thing - so swapping this out to "Tailor_Start" will sort out that minor annoyance (I already did this locally so I could weed it out from the list while finding/correcting some other mod errors) and given that your looms are set to "Tailor_Start" I'm guessing this was a matter of simple oversight.
Anyway, your mod will be errorless if you implement this small change ^^
I'll tell ya what though if I get bored, have some free time and feel like it then I may do Vegetable Garden support. Just keep in mind it's the holiday season, I'm busy with a lot of IRL stuff and likely won't get this done anytime right away.
The issue was first this, "Common Sense" went crazy due to the spoiling of the intermediary products this mod adds. I removed commonsense then "While You Are Nearby" went crazy, then I removed that too and then "Performance Optimizer" went crazy. With some help from veterans in the dubs server we pinpointed the issue to this mod, and its production buildings. After removing, game continued to be normal.
If you are in the server it starts from here https://discord.com/channels/241677926855081984/660280287497814078/1183127520409821184
https://gist.github.com/HugsLibRecordKeeper/3a034bacf60aa45796ff7eb97d2a25df
https://rentry.co/dximn
Keeps complaining about the spinning wheel sound I guess. There's also the red Thanks or all the Fish issue at the end, but the one you should be interested in is the yellow error regarding the wheel.
Could not resolve cross-reference: No Verse.SoundDef named wheelstart found to give to Verse.SoundDef Recipe_SpinningWheel (using undefined sound instead)
Full log: https://gist.github.com/HugsLibRecordKeeper/f070ea7a032debb03e36ec2987759e93
EDIT - Link to the resulting patch
https://steamcommunity.com/sharedfiles/filedetails/?id=3021936443
IAH though, a lot of mods use the Crafting Spot as the "go to" for adding recipes, and this includes a lot of processing in addition to actual crafting, making it the most cluttered workbench of all XD
I would have to look into how to patch it, but I think a replace patch should work, although Id have to remove the existing recipe for the Loom first XD;
<Patch>
<Operation Class="PatchOperationSequence">
<success>Normal</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/RecipeDef[defName = "ProcessFleece"]/recipeMaker</xpath>
<value>
<recipeUsers>
<li>Loom</li>
</recipeUsers>
</value>
</li>
</operations>
</Operation>
</Patch>
You may want to rush an update with a patch that removes wool processing from the Crafting Spot for Better Wool Production as it kinda makes makes the Loom's functionality redundant for that mod - especially given there's no speed difference.
Was thinking of adding a patch that does this myself, but it makes more sense to be simply part of your mod.
Raw Cotton > Cotton Thread (Spin Wheel/Loom) or Cotton/ Raw Cotton < Cloth Ind. Loom.
Devilstrand however was another story, coz your Mod's "Harvested Shrooms" did not match with the RawDevilstrand. The update replaced "Harvested Shroom" with "RawDevilstrand" so it falls in line now, which is great for compatibility.
Harvested Shrooms > Shroom Fibres > Devistrand Thread (Tub/Wheel/Loom) or ShroomFibres > Cloth (Ind Loom)
I checked out the Wool Mo crafting, and those are working fine now too.
TLDR: update incoming and I'm going to try and add a patch for Seeds Please since that really needs attention from me to be properly compatible.
Incidentally this mod claims compatibility with the Better Wool Production mod linked, but neither the loom, nor the Industrial wool has an option to process fleece :/
Loaded this one after the wool one, so I doubt it's a load order problem
This mod offers up "raw cotton fibre" and "devilstrand caps" instead, but I think that could be patched to support SP; Lite