Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, the repo is public on Github. Anyone can fork and take it over.
I agree; I made this mod because there wasn't anything like it. I like to add content and maintain balance instead of removing content by adding OP content. My philosophy is it's ultimate a removal of content if the new content trivializes existing content.
I DO miss this mod.
I practically lost all agriculture functions on my old saves and new maps and have started to collect other farming mods.
@EnderNyktos Making compost is set to have the "Crafting" work type. I don't believe that it uses construction, but rather crafting. This may be a mod conflict, but I can't imagine how.
True
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
AdvancedCultivation.Building_AC_CompostBin:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
Just ran across that while troubleshooting another rather nasty bug or conflict. When I tackle things in earnest this weekend I'll try just your mod on a clean save and see if I can reproduce. (and failing that I'll do the ole huntaroo) But as is im already up too late tonight lol :D. I work in 6 hours :P.
@Thundercraft I have not had this issue. If you have this issue there may be some slight compatibility issues with other mods in this respect. If you don't like the settings you can always edit the xml.
"Some big critters need the vanilla fertility to not graze the map bare"
You shouldn't have to toggle the "till soil" option for each harvest. If you do, that's a bug.
I would make a copy of the mod folder and put it in your local mod directory first, and give it a different name in the info file to specify that it's yours.
If that for some reason doesn't work, change the content of the "tilledFrom" tag to the defName of the def itself; that way it will "un-till" to itself.
Removing the tag should work though.
If you convert your Mod Extension patches to use Operation Class="PatchOperationAddModExtension" instead of Operation Class="PatchOperationAdd" it will solve this issue and be more compatible with any other potential mods adding an extension.
For example:
<Operation Class="PatchOperationAddModExtension">
<xpath>/Defs/TerrainDef[defName="Soil"]</xpath>
<value>
<li Class="AdvancedCultivation.TerrainExtension">
<tillsTo>AC_SoilTilled</tillsTo>
</li>
</value>
</Operation>