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- Fixed some prop walls showing up in the architect menu
(meant to push this ages ago, sorry)
Exception filling window for VFEProps.Window_PropsListing: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B9072ABA]
And given the number of item name changes, research changes, etc, I REALLY don't want to remove the mod from my existing long-term saves. So that isn't an option. So because of the lack of mod options (again, my preferred solution to this scope creep issue), I am stuck with whatever you decide is "better" even if I want nothing of it. Because I got a mod to condense my Props Category.
Tl;dr: please add mod options to this mod to enabled/disable the various features of it. Thank you.
Progression mods with those tweaks are like a necessity right now for my playthroughs, but on the other hand, Agriculture has actively made my game somewhat worse with some of the balance changes and choices that went from tweaks and bloat removing to outright game changing features that went way out of the scope of what it originally was for me.
Ideally, you'd have one main "Progression:" series with all the consistency tweaks, then alongside that you'd have all the gameplay features in some sort of "Progression Functions:" series. That way, if someone only wants the gameplay features, they can add them with no trouble, and vice versa.
I'd say now is a good time to do that, since the only current one I can think of having this issue is Agriculture.
So you could just rename Progression: Agriculture to something like "Progression Functions: Seeds", and make a new Progression: Agriculture that's just for "fitting the unified vision" in every other way.
It would be easier for all the users, really.
Also, why did you put all the MO patches all scattered across different mods? We could just have one MO patcher mod, but instead you made it so that if someone wants only one type of dirt plowing, they need to also get your mod that completely reworks seeds in a way that not everyone would want.
I just think you should separate the mods that add new game mechanics from the mods that fix incoherencies between mods.
Also also, what if I prefer the VFE Medieval 2 castle walls? Which I do, for the sake of their vanilla aesthetic. You didn't pick an objectively superior wall, didn't combine them into one, and didn't add toggle settings. Do I use neither?
Possible Matches:
[Source: Ancient urban ruins]
[File: C:\Games\Indiv\Rimworld\Mods\3316062206\1.6\Defs\ThingDefs\Building\ThingDef_FloorLabeling.xml]
[Source: Progression: Aesthetics]
[File: C:\Games\Indiv\Rimworld\Mods\3294950875\1.6\Mods and ♥♥♥♥\Ancient Urban Ruins\Defs\ancienturbanruins_HiddenDesignatorsDefs.xml]
[Source: Progression: Aesthetics]
[File: C:\Games\Indiv\Rimworld\Mods\3294950875\1.6\Mods and ♥♥♥♥\Ancient Urban Ruins\Patches\ancient urban ruins patch.xml]
[Source: Too Many Mods - Compats and Rebalances]
[File: C:\Games\Indiv\Rimworld\Mods\3250762483\1.6\Patches\AncientUrbanRuins.xml]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[@Name="BaseRoofBuilding"]/designationCategory"): Failed to find a node with the given xpath
Should be looking for "BaseRafterBuilding/designationCategory".
https://gist.github.com/HugsLibRecordKeeper/901877cc525692698766a614d9da862f
Could not resolve cross-reference to Verse.BuildableDef named AM_FloorLabeling (wanter=hiddenDesignators)
Could not resolve cross-reference to Verse.BuildableDef named MUS_Gothicstyle_CoffinBed_Third (wanter=hiddenDesignators)
Could not resolve cross-reference to Verse.BuildableDef named AirConOutdoorUnit (wanter=hiddenDesignators)
Could not resolve cross-reference: No Verse.BuildableDef named MUS_Gothicstyle_CoffinBed_Third found to give to VFEProps.PropDef ferny_musgothic78
Could not resolve cross-reference to Verse.BuildableDef named AM_FloorLabeling (wanter=hiddenDesignators)
logs : https://gist.github.com/HugsLibRecordKeeper/b7c3320c1aa4768dc2d9bec91c056575
https://gist.github.com/HugsLibRecordKeeper/8bb3531d14be47d008adccc40515c875
Also is this mod research locking MUS SpaceBace Furniture?
Could not resolve cross-reference: No Verse.DesignationCategoryDef named Museum_Decoration found to give to Verse.ThingDef MUS_SpaceBase_StylingStation
Possible Matches:
[Source: [MUS]太空基地家具Space Base Furniture]
[File: C:\Games\Indiv\Rimworld\Mods\3523916780\1.6\Defs\MusGroup.xml]
—
https://gist.github.com/HugsLibRecordKeeper/d7ad7a7b4cfb16e1ef0ba911699c3628
Could not resolve cross-reference: No Verse.DesignationCategoryDef named DankPyon_RusticFurniture found to give to Verse.ThingDef EEG_GrandColumn
Getting some new errors with this mod - any chance you could take a look at it, please?
Dunno about others but I can't build the Zahir Lamp with it.
https://gist.github.com/HugsLibRecordKeeper/d16a51012eeea847df763d03220d209e