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More importantly, thank you very much for making this more compatible with the more up-to-date versions of RF's mod legacy. I really can't play RW without most of his mods.
Relatedly: There's a lot of other wall-options from other mods; but not a lot of other really good 'concrete' materials that tie into Fertile Fields. Could you perhaps add a mod-option that entirely removes the concrete walls (and, I suppose, the embrasures too, as I know a lot of people don't like playing with those) from the build-menu? That'd be neat! (=
When 1.1 came out, I noticed some duplicate recipes and other minor flaws when used with Fertile Fields, so I created this version with the duplicates removed, but that makes it dependent on Fertile Fields. I've also added some minor patches to support other mods as noted above.
As for 1.2 all I did was update the version compatibility number, since Tynan has said most things are unchanged. Since I have not been playing RimWorld lately, but I hate it when modders are inattentive, I figured I'd do what seemed necessary, then fix anything that came up.
If I could find where it's coming from, I'd disable it and cost the brick embrasure normally, for increased compatibility.
This is an example of the unsolvable issues you run into with legacy code.
I tested this latest version with just FF, Concrete, and Designator Shapes loaded, and everything worked without error.
Brick embrasures are separate from the stuffed embrasures (as are brick walls from stuffed walls) for cosmetic reasons. The stuffed brick walls/embrasures come up with red grout, since all the stuffed items only do a color tint for visual differentiation. To get the red bricks with white grout lines, you need separate textures, which requires it be separate from the stuffed list. This is carried over from FF.
Also, something has gone weird with the recipe for brick embrasures. It shows in my game as:
2 concrete
6 cinder blocks
4 bricks
when it should just be 4 bricks, same as the brick wall. I'll have to dig to find out why.
- Every structural thing from this mod, except the Brick Embrasure, works without any problems, designator shapes included.
- Mousing over the Brick Embrasure designator, my error log pops up and logs loads of errors (see HugsLibLog). When the mouse pointer is over the designator, the debug log kind of vanishes. Only the shadow is still there.
- Mousing over the Brick Embrasure, the ‘ingredients‘ shows concrete and cinder blocks. Shouldn't actual bricks be involved?
https://gist.github.com/HugsLibRecordKeeper/75faf85782757db2147c74632309f315
at Verse.Widgets.ThingIcon (UnityEngine.Rect rect, Verse.ThingDef thingDef, Verse.ThingDef stuffDef, System.Single scale) [0x00000] in <e86a848c1da24fe294c07981f5de096f>:0
at (wrapper dynamic-method) RimWorld.Designator_Build.DMD<DMD<DrawMouseAttachments_Patch0>?1536397824::DrawMouseAttachments_Patch0>(RimWorld.Designator_Build)
at Verse.DesignatorManager.DesignationManagerOnGUI () [0x00013] in <e86a848c1da24fe294c07981f5de096f>:0
at (wrapper dynamic-method) RimWorld.MapInterface.DMD<DMD<MapInterfaceOnGUI_BeforeMainTabs_Patch2>?347466240::MapInterfaceOnGUI_BeforeMainTabs_Patch2>(RimWorld.MapInterface)
at (wrapper dynamic-method) RimWorld.UIRoot_Play.DMD<DMD<UIRootOnGUI_Patch1>?-1354587008::UIRootOnGUI_Patch1>(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) Verse.Root.DMD<DMD<OnGUI_Patch1>?55485440::OnGUI_Patch1>(Verse.Root)
[see next comment]
All of my GUI was gone, except for the colonist bar, my game didn't react to keyboard input anymore, and clicking did nothing. I couldn't do anything but move the Brick Embrasure designator around and had to force-quit the game. :/
As a side note, why does this mod need to be placed below Humanoid Alien Races?
With nothing else but FF loaded, I got no errors, so it must be a mod conflict.
but ive encountered another problem with the embrasures: theyre still not passable by my shooters as tehy got a high of 1,66m in CE, same goes for all the other embrasures of your mod
I'd also make sure you unsubscribe to the original versions of RF's mods for both of these to make sure the game isn't pulling something form those.
I'm not discounting there may be some issue with how these work that is causing what you see, just if this was the case I think you'd get the duplication with every person who has subscribed to both editions and that's not the case.
However, I've learned more about how mod patching works since I originally posted this mod. I think I can make a compatibility patch instead of a stripped-down version of concrete. It will require Mlie's [RF] Concrete as a dependency, but will result in greater compatibility in general. It shouldn't take me more than a day to put together.
There has been an update of this for weeks already, is there any difference ?