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https://gist.github.com/HugsLibRecordKeeper/a22f608a6820577463607fd2d31bfd7d
Dark red error, so game still runs.
"Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map"
??
Is there an option to add "one of" items, or do I have to make a tag for each possible combination?
Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 170D6A80]
at Inventory.Loadout+<>c__DisplayClass36_0.<WeightAtWhichLoadoutDesires>b__0 (Inventory.Tag t) [0x00000] in <0c5d8c8493714fdca9766caba86a7ab5>:0
https://gist.github.com/HugsLibRecordKeeper/0b4f5c8c5235d5753673adb3d2da99c9
The description itself says "This mod will likely integrated into Combat Extended in the future" but evidently thats been there for years and it just hasn't really gone anywhere
But then there are some comments saying it actually does work fine so long as you don't try to use both systems at once.
But then there are some other comments saying that they actually do have hard conflicts and can fight eachother.
And then there are more recent comments saying that CE actually IS currently making major changes to their loadout system, but are those changes unrelated or are they actually implementing a sort of compositional system like this?
I'm confused what the actual state of this mod is wrt CE compatibility because at least at some point it seems like it was supposed to be integrated natively, but now it's seemingly in a weird limbo where I can't tell whether it's soft-compatible or hard-incompatible
A quick dirty fix for this is to go into the mod folder for space base furniture, open the 1.6/patches/ folder and rename or delete the Core.XML file (to something other than .xml)
the styling bench won't function correctly but it's better than losing either mod completely!
It does appear like the author of space base furniture has confirmed the conflict in the comments of that mod, but no resolution at the moment other than 'don't use both'
I noticed it also on wearing non-tag clothing, I thought it was a new update.
For example, I've made multiple loadouts, all with beads with the same settings. When I click the "Create bills" button, it shows multple "Make Beads 10/2" instead of a single "Make Beads 10/10", which causes production to stop when the highest "Make Beads" has been fullfilled.
Also, is it possible to have a generic weapon/armor option, like, "best sharp armor helmet", or "best melee weapon"?
This also needs some work with the panic state, and ideally multiple ways to trigger different panic states or multiple states together.
You cannot combine states. I understand why this is hard. What I really want here is "Tag Sets". When applying tags to pawns, copy a list of tags from one pawn to the next, sets would allow you to recursively compose rules as long as how they are combined is kept simple.
E.g. Tag set A for meleet, and B, cold weather, and want both for a pawn, you should be able to apply them to pawns as you apply tags with the giventhat tags from one set are always above or below that of another set. Or just act as templates.
Also please add a patreon. I love this direction.
I can observe this *with a large modlist* - but can't identify the mod which is causing this issue in particular. if you can add reports on github with modlists which cause this behaviour, I can have an easier time bisecting the issue.
I'll test a few more things and see if running without other mods I can reproduce
No errors but im guessing its conflicting with one of many mods included in the "Extreme Warfare" Modpack
I’ll wait a bit for other mods to update before pushing this patch - so I’ll wait a bit to collect any other possible incompatibilities before pushing another update.
[Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map
I was trying to edit my pawns' tags in reverse order but kept being thrown off because this.
Because now mostly when my pawn have set it to 3 when it drops to 2 they stop working and going to refill the missing 1
Is this because of the Combat Extended mod that I have in my build?