Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Packaged Rations seem to use the vanilla cooking salt but I cant acquire that one at all. So I cant make packaged rations.
New map with this mod + 140 others. Spawned with no foliage on it except certain types added by MO (like the cursed DankPyon_Tree_Apple). Save game, try to load save, will not load unless MO Patches is removed.
I get "Error in Map.FinalizeLoading(): System.ArgumentException: An item with the same key has already been added. Key: DankPyon_Tree_Apple
[Ref 4D9DAEB9]"
Delete all apple trees and the issue persists.
Remove Progression: Agriculture and the issue is resolved. Map loads.
Haven't tested impact on farming/planting.
Debug regenerate current map spawns in a map with foliage, including those added by MO, so that's resolved.
I did NOT have to disable any settings related to plant spawning in the MO Patches mod settings.
The progression community can probably resolve this on their end if I had to guess.
"Remove Plant Duplicates"
"Wild MO Plants"
If you already use mods removing the duplicates like Progression Agriculture, and spawn MO plants like WildSpawn, they are redundant. Disabling these options and rebooting the game fixed the error preventing plants from spawning for me.
I wrote a patch that fixes that issue, available on the Realistic Planets 1.6 page for any modders who want to use it.
<xpath>Defs/BiomeDef[defName="Tundra"]/wildPlants/DankPyon_Plant_Garlic</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/BiomeDef[defName="Tundra"]/wildPlants</xpath>
<value>
<DankPyon_Plant_Garlic>0.03</DankPyon_Plant_Garlic>
</value>
</nomatch>
</li> They will not add the item if it already exists on a biome. Therefore it cannot be this mod adding duplicate plants.
The actual key is a random plant from MO.
I'm gessing it happens because of multiple patches trying to add the plant to spawn in the biome.
It should be conflicting with other mods that do the same thing.
Here is my list to launch:
[Mod list length: 11]
Harmony
Core
Royalty [Official DLC]
Ideology [Official DLC]
Biotech [Official DLC]
Odyssey [Official DLC]
HugsLib
Vanilla Expanded Framework
[SYR] Processor Framework
Medieval Overhaul
Medieval Overhaul Patches
It'll keep the code in case you mess it up, it just deactivates that operation. Don't forget to save the XML file after. You'll go back to drawing hay to straw. And if you have any questions, ask ChatGPT - I don't know shit about XML, that's what I did