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- (TWEAK) VFE Art patches now do not fire if Progression: Furniture is detected
Vanilla Factions Expanded - Classical
- (NEW) 'Mosaics' now has prerequisite of stonecutting
- (NEW) 'Drama and comedy' now has prerequisite of stonecutting
- (NEW) 'Togas' now has prerequisite of tribalwear
- (NEW) 'Centurion armor' now has prerequisite of smithing
- (NEW) 'Heavy shields' now has prerequisite of smithing
- (NEW) 'Legionary armaments' now has prerequisite of smithing
- (NEW) 'legionary armor' now has prerequisite of smithing
Medieval Overhaul
- (FIX) Removed unrelated core furniture patches
War Crimes Expanded 2 Core
- (NEW) 'Crude torture methods' project now has a prerequisite of Culture
Vanilla Factions Expanded - Insectoids 2
- (NEW) 'Basic hivetech' project now has a prerequisite of Animal handling
The patch tries to add a prerequisite to Ferny_PlantPots, but this ResearchProjectDef no longer exists in Progression: Aesthetics. Please check that the parent Def exists before modifying /prerequisites, or remove this obsolete operation.
Core
- (NEW) 'Tree sowing' project now has a prerequisite of Agriculture
- (TWEAK) Removed stonecutting patch, moving to Progression Production
Vanilla Furniture Expanded - Farming
- (NEW) 'Farming techniques' project now has a conditional prerequisite of 'Agriculture'
Medieval Overhaul
- (NEW) 'Textile spinning' project now has a prerequisite of Agriculture
- (TWEAK) Tent wall is now locked behind construction instead of hunting
Epochs - Golems
- (NEW) 'Anima blooms' project now has a prerequisite of Agriculture
Progression: Agriculture
- (FIX) Removed patch for seed packing bench as Agriculture now has its own built in research project for it
(META) New thumbnail
"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 127835CD]
at VFETribals.RitualObligationTargetWorker_AnyGatherSpotForAdvancement.CanUseTargetInternal (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x0005f] in <7c60b68d78a84b43a02a0839db3ba1c2>:0
- TRANSPILER ProgressionCoreMod: IEnumerable`1" at the start, not sure is it actually this mod
As a dedicated medieval playthrough enthusiast, I’m creating a mod to make RimWorld more historically consistent with the medieval era. My mod features deleted unnecessary research prerequisites, brand-new research projects, consolidated duplicate tech lines, and other related adjustments.
Since my mod is fully dependent on yours, I’m deeply concerned that future updates or structural changes to your mod will trigger missing definitions and various runtime bugs within my mod. Would you mind offering some guidance on how to mitigate this risk? Many thanks in advance!
[Progression: Core - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]/prerequisites): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Aesthetics): Error in <match>
[End of stack trace]
file: [snip]/1.6/Patches/Progression Aesthetics ferny.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
Verse.PatchOperationAdd(xpath="/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]/prerequisites): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Aesthetics): Error in <match>
[End of stack trace]
- (TWEAK) Republic letter now fires 2 days earlier so it doesn't overlap with Royalty's empire quest
- (NEW) Support for the weapons of Mythic Ages: Megafauna Bestiary
I don't have all the DLC so i use a custom, around 200 mods, 90% based on your progression modlist, focused around progression core/scenario with most of the vanilla expanded mods (but not all, like classical).
900 research points together with the basic one, this is gonna take quite a lot of fire dances :)
- Semi Random Research: Progression Fork
- Progression: Scenarios
- Ignorance is Bliss
And i just exited the first animal age (completed all basic research), did the ritual to "upgrade" and i'm now in the neolethic. However i don't find an option for the research bench anywhere, neither in research or under any of the tabs.
I start with Animal tech level, and buy some seeds from trader. Then using the "Match" option from TD to create growing zones, I can cultivate without having discover agriculture tech.
- (META) New thumbnail
its about the Personal Doors mod, my question is if theres a reason for why it has not been replaced by Personal Doors (continued) which is recomended even on the Personal Doors page it self.