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Could not load UnityEngine.Texture2D at UI/Text/FC in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
FactionCustomizer.ModTextures/<>c__DisplayClass3_0:<LazyLoadTexture>b__0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:ExecuteWhenFinished (System.Action)
FactionCustomizer.ModTextures:LazyLoadTexture (string)
FactionCustomizer.ModTextures:get_fcText ()
FactionCustomizer.PlaySettingPatch:DoPlaySettingsGlobalControls (Verse.WidgetRow,bool)
Looks like your WidgetRow fix broke compatibility with older versions. Can you put the older unsupported version up somewhere?
I could of course try and find all objects that references the deleted faction and then either remove the reference which could cause another issue, or I could try and remove the object itself. But this could cause other issues. So for this reason I opted for not adding it. It may sound easy to implement a removal function but as you can see it is not.
The game itself does have a remove function, but it's only made for temporary factions. Were I to try and call that remove function on a non temporary faction, the game would just ignore it.
So I would need to do some considerable coding to get that to work. Beginning with coding a way to get the game to actually save and load the state to/from a save file. Same problem as for faction icons really.
I use a mod that affects the vanilla factions and some moded ones to not be permanently hostile, but a specific faction from a mod is scripted to become permantly hostile at some point and is not simple to chnge with a XML patch.
To other modders who might have encountered this same problem (and don't already know):
WidgetRow has inconsistent behaviour. WidgetRow.ButtonIcon() does not increment gap for the next position automatically. While seemingly WidgetRow.ToggleableIcon() does (which most of the games default widgets is using)
It's the magnifying glass (search) that I think was added in 1.6 that caused the former "dds" solution to no longer work. Because in 1.6 the magnifying glass is added last and it is not a WidgetRow.ToggleableIcon() but a WidgetRow.ButtonIcon() meaning the gap is then no longer included and thus has to be added manually.
The only solution I can see to this would be if the WidgetRow methods were changed to always include the gap in their calculations like WidgetRow.ToggleableIcon() does. But if so, that is something the RimWorld devs have to change. Changing this however, would be a breaking change. As all mods that uses WidgetRow.ButtonIcon() would then get double gaps.
I’d like to know if it is safe to get rid of this in the mid run!
theres a mod that can actually make every faction settlements be somewhat near each other, however it does not make tribals, pirates etc etc follow that: {LINK REMOVED}steam://openurl/https://steamcommunity.com/sharedfiles/filedetails/?id=3533147031
Using the WorldBuilder mod all factions of the same faction type get renamed to only one name and are all named the same. I don't know how to explain it better without images as examples sso please add me on discord if you need more information about it.