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Unfortunately, neither the Prestige Cape or Large Cape seem to count towards his happy thoughts.
I tried reforming the Ideoligion but neither of those options are possible (and I'd rather not have to change it each time I want to use a different armor or no armor)
https://steamcommunity.com/sharedfiles/filedetails/?id=3498219715
https://steamcommunity.com/sharedfiles/filedetails/?id=3441453108
I was so excited about this apparel, but they're not supported yet, and they are really not better than clothing options, even with the best materials and highest qualities crafted.
But I hate, hate, hate the vanilla hoods and capes. Simple Cape and Hood Retexture fixes this but does not affect your added large cape or prestige cape. Meaning if I want to use those items I have to look at those god awful vanilla models.
I've asked the author of Simple Cape and Hood Retexture if they could retexture your capes as well, but... honestly I thought you should see what they've done and how much BETTER the capes and hoods look with Simple Cape and Hood Retexture. It might be something you'd consider incorporating, or adding some kind of compatibility with.
What this mod does is amazing though, it's something that should honestly be in the base game, and makes everything look sooo much cooler! Thank you for this!
I kinda miss this mod. The other one is good but... not as good.
But because of the Limestone I'll forget about it. Good luck with that bug!
I've made a patch for Alpha Mechs . It is available on GitHub [github.com]. Please add it to the next update if you feel so inclined.
that the defnames has changed in the new 1.6 version
the "DF_Dusk_Hood" is now JDS_DF_Dusk_Hood
and "DF_Dusk_Cloak" is now JDS_DF_Dusk_Cloak
- Rimsenal Faction Pack - Spacer
- Alpha Mechs
Orginal Text:
Ok, I found a workaround. Not perfect, but it worked.
1. Download Save Maps (Continued) mod which allows to save your current map.
2. Very carefully draw the home area to match only your base, not touching the Limestone -> save the game.
3. Then take all your colonists, prisoners, animals and vehicle to caravan to a different tile (you can do a different save in case you want to adjust the home area later).
4. Now use devtool and pick option Save in home area w/o colonists (it's from Save Maps mod).
5. Next, use devtool and pick option Regenerate Current Map - it will go back to map's starting state.
6. Now use devtool and pick option "Load blueprint" (first one) -> pick the one you saved.
7. The map should now be overwritten with your saved home area, so basically you have your base again. Just go back with the caravan.
Packs Are Not Belts https://steamcommunity.com/sharedfiles/filedetails/?id=2509511179
Masks with Hats https://steamcommunity.com/sharedfiles/filedetails/?id=2869261852
Gunlink with helmet https://steamcommunity.com/sharedfiles/filedetails/?id=3421100576
TY! for a gr8 mods!
On the first screenshot there is a mountain with all limestone walls missing all around. On the second imagine you can see I spawned some limestone walls in such way that it connects to that "fake" mountain and then destroyed them. I believe in order to get rid of errors on loading, you have to get rid of all those "floating" mountains.
Now that the terrain is revealed, you can make good educated guesses on where the limestone used to be. In this case it was definitely covering this entire space that's now empty. If you destroyed walls and revealed, for example, grass, one can assume there was no limestone there, but it was some sort of pocket of free space etc.
The main problem are those mountains that became unmineable, since they don't really exist anymore. If you spawn in a cell of some rock touching that area and then use "Destroy" on that spawned in rock, it will take out ENTIRE attached piece of mountain. Since there isn't really anything there anymore, I guess the game updates the terrain and just reveals the area. The side effect, I guess, is that you will see where all the valuable deposits are. But once you remove all the trouble areas, you can also just cell by cell put the limestone back in.
I did it for my map, just cleared out every problem area, and saved and loaded, and things seem stable. But to be fair, I didn't have too much mountains, so it took like maybe 10 minutes to make sure I cleared everything up.
@YobarIsushcatel you really need to upload all these versions on your github, especially if you know that there are potential save breaking changes. I literally spent 3,5 hours yesterday trying to fix it.
Is this a thing that could be plausible?
It does seem that it's only the homemap that's screwed up. Starting new game or caravaning somewhere else, limestone is there just fine. I did notice that a limestone meteor that fallen on my map long time ago is there though... I wonder if somehow the limestone that the map generated with had the same ID as the cape, and now that you removed it, it took my walls with it?
I did find a makeshift solution though. I used dev mode to spawn in walls wherever I am missing them, and I used "destroy" command to remove mountains. So I COULD just go on as if nothing happened.
I just wanted to ask if I should expect any further trouble? As far as I can tell, I removed all the "broken" limestone from my home and replaced it with "working" limestone. I saved and loaded, no errors showed up. So it seems fine, but I am not sure if you are still working on this.
Sorry you have to deal with this! Lovely mod otherwise.
I don't understand. I was playing this colony for last five days completely fine, but now it seems there is no point in time where there is no issue with the walls.
To make things even more silly, it's ONLY home map. As a test, I sent out one colonist to caravan to a tile with limestone in it. The limestone on that new map was generated just fine.
Is there truly nothing that can be done to fix this?
Just to make sure i went back 3 autosaves. My mountain base is still free floating xD
Also, as I noted earlier removing your mod takes limestone down with it.