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Could be, could not be. If you test it, feedback is appreciated
(Settings can be set per variation, this is because some people may wish to balance smaller pods by making them slower or such.)
Thanks in Advance
https://gist.github.com/HugsLibRecordKeeper/0e0e206fece5aab8a72ff000f6a4be0e
If you could take a look whenever you've got the spare time, it'd be greatly appreciated. Thank you very much for the mod!
Thank you
@GoSu
I appreciate the thought, but I don't take donations, thanks though
Variations includes its own settings apart from Faster BP, because it allows modifying each version of the buildings, this was impossible to make compatible with Faster BP. It was requested and I considered it a useful idea - it is optional as settings can be copied to all at once as well, if desired.
Finally, your tone comes off as insulting the work I put into this, you may not see the use in this mod, that does not mean others don't either. Faster BP and Resize got their purpose and work together, when using Variations though, both of them are incompatible and redundant.
I have created a pull request with the changes I desired for your mod, with those it is compatible with Variations.
Do what you wish with it.
I would rather say that Faster Biosculpter Pod and BPaNS Resize are made redundant by this mod, which was made after the latter, to allow people to use all variations, instead of being limited to only replacing the original pod with one option.
@GoSu First and foremost, thank you for using my mod. I suggest you replace Biosculpter Pod and Neural Supercharger Variations with Biosculpter Pod and Neural Supercharger Resize and then install Faster Biosculpter Pod for cycle tweaking. I have worked with the latter mod's developer to make it compatible with Selective Bioregeneration.
If you find the mod causing the issue, drop a comment. Not saying I can fix it, but it makes me wonder what it does to cause this issue.
---
@GoSu
Please check if it works now.
No promises though, just working on a hunch here.
System.Exception: GetSingleCompPropertiesOfTypeWithCompClass encountered invalid number of CompProperties:
RimWorld.CompProperties_BiosculpterPod_HealingCycle
RimWorld.CompBiosculpterPod_MedicCycle0
My guess is, another mod changes (or removes) the Biosculpter Pod's medic cycle (or its compClass), which my mod therefore can't find, causing an error.
It would be good to know which mod and what it actually does that causes the problem.
I can think of one way that maybe could fix the issue on my end, if the conflicting mod does what I think it does.
xception filling window for RimWorld.Dialog_ModSettings: System.NullReferenceException: Object reference not set to an instance of an object
Added patch for "This Is Mine (Continued)"
Small code fix for 1.5.0 -- only did some quick testing
Ready effect is offset a bit weirdly, but I saw that on the Resize version of this mod as well, and pretty sure it also happens without mods, so I'll wait with trying to fix that for now, maybe it gets patched.
---
Needed to make sure the mod works in 1.5 before I could look into adding the compatibility patch. Might add it later, unless I forget ... which is quite likely, with my brain.
In my opinion it's more towards their end to fix than mine, but if they don't respond to the suggestion or don't want to add it, tell me and I will see to adding it with the eventual 1.5 update.
Thanks for the suggestions! I tested with only these two mods and harmony installed and it didn't seem to make a difference which order they were loaded in. I was able to get it working by adding these operations to the end of the patch file for this mod as Inglix suggested:
<!-- add ThisIsMine comps field to new neural supercharger if it doesn't exist -->
<Operation Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/WorldObjectDef[defName="NeuralSupercharger"]</xpath>
<value>
<comps />
</value>
</nomatch>
</Operation>
<!-- add ThisIsMin comp to new neural supercharger -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<value>
<li Class="ThisIsMine.CompProperties_CanBelongToRoomOwners">
</li>
</value>
</Operation>
https://github.com/emipa606/ThisIsMine/blob/main/Source/ThisIsMine/HarmonyInit.cs#L36-L38
You could probably add a conditional patch to add the comp from that mod to the defs for your new variations of these buildings.
I'm not familiar with that mod. Could you please check whether it is loaded before or after Variations? If it's before, try loading it after this mod.
Going by how I assume that mod might work, maybe that helps. Otherwise I'll have to look into it.
Fixed Biotuned Duration not being set to modified value when a pawn reentered a Biosculpter while it is biotuned
---
@Arnovitz
Found and fixed. Thank you for the report!
Tested and seemed to work now, makes me wonder if they changed it or if I just missed it and never noticed.
Do you happen to have any other mod that affects that setting or Biosculpters in general?
For example, you won't need Faster Biosculpter Pod when using this mod, and I don't think they are compatible.
I see no issues with that, so, go ahead!