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Could not find type named Modcheck.Sequence from node <Operation Class="Modcheck.Sequence">&c.......
Is ModCheck a dependency then?
It looks like you could write those patches entirely with vanilla patch operations?
Anyway, would love to play with this mod again, bonus without errors!
@Midnight, if you do fork the mod and update it, let me know?
Points are based on comments section and such.
1. forgot to change from tailoring speed to general labour. (there is a mod which makes this error go away, de-generalize labour. Fixes 1.0 mods that use such.)
2. Modcheck wasn't removed. Common mistake.
3. author has not responded since the "update".
If the author does consider updating, or responds, I can abandon my update (if he updates shortly I am slow, so they would have time) or I can give the author my code for him to fix his update.
Here's my error log: https://gist.github.com/0625ddebc779c0b2ff22b8381753aa7b
"Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed."
I hope someone or the author will make a patch for Megafauna. Megafauna also adds a lot of animals that can be sheared.....
Of course it isn't made by me, and therefore I cannot validate it will work as expected, but hopefully it's what you're looking for :)
Would this mod happen to be compatible with the thrumbo wool from leafzxg's 'Thrumbo Extension' mod? Also I'm assuming that ModCheck is an included asset and not a dependency?
While I am a long time tinkerer, this is my first upload to Steam workshop. Let me know if I left anything out that is needed.
Each animal has to be manually given the properties for this to work.
For the foreseeable future I won't be able to add in support for that either.
I hope you enjoyed what I made nonetheless~
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541255350
I'm really sorry :p It should have worked fine, to my knowledge, though.
Is an update a possibility for the near future?
Thanks for the help in clearing up the ambiguity around this!
The thing is, there are different ways to patch your mod to play with other mods in this version without having to do a separate mod.
We both adore the idea of modcheck and want to endorse it, but for this mod, for now, we'll use ordinary methods.
Thanks for the recommendation, though. I really agree with pushing Modcheck, since it's such a good system.