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Yes. Probably not 100% safe to remove mid-save though, as it adds think logic and obviously "holds" items, which you'd lose if the buildings from this mod were gone.
Could you please provide me with the HugsLog regardless? Other users may run into similar issues, so I'd like to fix it from Museums ;)
I can't reproduce your issue. There is already a patch in place that should invalidate the Museums room from Biomes!Fossils.
https://i.imgur.com/V8pA0rT.png
It could be possible that some other mods patch is overriding my invalidation patch. I will need a HugsLog from you to analyze this possible issue - you can use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404
After startup, press CTRL + F12. If you are unable to upload the log through the in-game mod, use the button for more details and copy it to clipboard, then manually upload it to a website like https://pastebin.com/
Of course. You can add the Comp to any building in the game and the mod will just make it watchable. You can check this file for an example of how I made vanilla buildings watchable:
https://gitlab.com/nightcorp/museums/-/blob/master/Common/Patches/MakeBuildingsWatchable.xml
@Zairya
I'll look into it, I am going to update the mod soon regardless, so I'll try to provide support for glass mods.
would you kindly consider making your glas walls and other related things use glass by this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=826153738
It would help greatly with medieval themed playthoughs as steel is sometimes gated to be late-midgame while glass by said mod is fairly early available.
Thank you very much
What? I am not aware of any problems with the mod, you will have to provide more information for me to troubleshoot.
@I may leave my opponent weakened
It's the mod that is linked on this workshop page as a requirement. It holds shared code for all my mods. You should not install mods without installing their requirements or it will break them.
Sounds like it's unable to calculate a guide for the tour? Or maybe you have no proper museum starting spot for the tour to start?
In either way I'll need a log - you can use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404
Reproduce your issue and then press CTRL + F12. If you are unable to upload the log through the in-game mod, use the button for more details and copy it to clipboard, then manually upload it to a website like https://pastebin.com/
Well it depends on what you mean by wandering, a guided tour consists of a colonist and all other free colonists / visitors. The guide will then walk to random spots in the museum and stand around, talking to the crowd, which stands and listens. This repeats about 6 times and then the tour is over. Is that the behavior you are experiencing?
Ah, you're right, I must have fumbled actually adding the integration, the issue has been fixed in the latest version.
Yes / No.
You linked the outdated version of https://steamcommunity.com/sharedfiles/filedetails/?id=3203280763 . The one I linked is supported, I don't know about the outdated version.
No. That would mean you have excessive usage of the safety doors by museum goers that keep the anomalies contained. You'd have anomalies constantly breaking out. What you can do instead is to build watchable reinforced glass and expose one wall of the containment facility to your museum. You can see this strategy used in the second screenshot.
I tested and it seems compatible without any changes to museums itself. Most likely because I patched the "base parent" from the Bill Doors base mod which that extra mod iterates upon.
Although I get the frustration with updates breaking mods, you do always have the option of setting your RW installation to a previous version like 1.4 and enjoying all the mods you are used to. Then again many mod developers don't develop for older versions than the most recent one (although it's really quite easy to do) - so you won't receive many updates for those older mods
It's as annoying to you as it is to me to track issues like these. But I'm afraid your mod configuration has a lot of issues - in this case the log is being spammed because of
an exception in "OpenTheWindows.Building_Window.get_Graphic".
That means I don't even get to see what's going wrong with the museums logic because the graphics drawing is throwing an exception on every single frame. Please remove the OpenTheWindows mod or similarly named mods and try again...
There are also a lot of errors when you load your save, not sure how those factor into your issues with Museums.
It took so long to organise the tour my guests stopped being guests and my villagers all had mental breaks.
https://imgur.com/9OTKURF
The startup log is not enough I'm afraid. Reproduce your exact issue and provide a log of that. The startup doesn't shed any light on the runtime issue that you are experiencing.
As I said, you need to provide a log. I am pretty sure you are running into exceptions while the Targeter is running and thus "it does nothing".
I will try to add compatibility with that mod then, thanks for the report.
I need a log to analyze the issue with the targeting. You can use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404
Reproduce your issue and then press CTRL + F12. If you are unable to upload the log through the in-game mod, use the button for more details and copy it to clipboard, then manually upload it to a website like https://pastebin.com/
Can you tell me which mod adds tombs to add compatibility?