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The only real changes other than some harmony API changes and updating references was that <acceptFilth> tags in the def files isn't a thing anymore. Was replaced with a filth filter mask.
I set Glitter roads to "none" and childed asphalt to "TerrainRoadBase" which has the "Unnatural" mask set. Not sure if there was a specific reason it didn't have a parent or if that'll break anything though >.>
Should also be compatible with 1.0 due to the new mod folder structure (in theory. I didn't test for that).
https://github.com/tizubythefizo/RoadsOfTheRim/releases/tag/1.1.2
*Edit*
Temp version is now good to go. Harmony (which this mod is dependent on) was broken in its version 2.0.0.7.
This mod is now dependent on the Harmony workshop mod (it will no longer distribute the harmony dll with it).
https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077
HugsLib compatibility is questionable as they're pushing back on staying up to date with Harmony. There's nothing I can do about that. They've got to get on the stay-up-to-date train.
For whatever reason the mod from github works fine on windows, but not on linux.
Mod RoadsOfTheRim-1.1.2 did not load any content. Following load folders were used:
- /home/trout/.local/share/Steam/steamapps/common/RimWorld/Mods/RoadsOfTheRim-1.1.2
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?681537792::Update_Patch1>(Root)
Verse.Root_Entry:Update()
That's probably the issue since it should be Mods/RoadsOfTheRim/ and then a bunch of folders (assemblies, defs, v1.1, etc..)
Yours probably looks like Mods/RoadsOfTheRim-1.1.2/RoadsOfTheRim/ bunch of folders, and that's the wrong folder structure.
Wow...I am really dumb. Thank you for that.
Not yet. I haven't advanced far enough to start building roads (which'll let me figure out any bugs). Right now it's just a straight port, so it is possible things are a bit buggy.
Should be ready to test it out and see if I can reproduce that within another couple of days.
Click to move the caravan to another tile, then immediately back onto the construct tile and the work button shows up.
I assume it's not showing immediately if right clicking to exit construction selection mode because it can't tell that it should, but moving briefly causes it to recognize that it should allow work.
For now I'm not going to investigate this too much further, since the work around...works. If loco accepts my github pull request for the update to 1.1 then I'll put the time in to see if I can make it so you don't have to move the caravan (I don't know if he's willing to accept the PR or wants to try and do the update himself. If the latter it'd end up being a waste of my time to do anything other than critical bug fixes).
can you add on steam as continued?
No. loconeko73 is getting things set up to update this one, so there's no point to my doing so.
or am i blind or something?