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Rimpy is closed source and nothing I can affect. I do not recommend using it.
Other than that, thank you for the mod.
I like the idea of the mod and it works fine till now. but I'm stuck with coal... how can I refine Coal Chunks into coal ? I look in every single craft bench of the game and didn't find anything.
Which loading a Testfile leads to chunks giving wealth. Disabilng the recipe to gather them (guess from the quarry) with cherry picker instantly removes the chunks from Wealth generation (aka no wealth no more)
This seems very weird, honestly im just happy that my weird workaround works ( 15000+ Wealth from chunks is not fun..) :D
Can you describe how you tested this?
found out by disabling the "recipes" with cherry picker
Goddammit, you're right. It works fine with just the two. I don't know what the hell it is then, because if I have my other mods enabled with Apparello, it crashes when making a stockpile zone. But if its just the two mods, its fine.
I found the culprit. Turns out Apparello 2 has an issue with this mod disabling items.
I'm wondering if its maybe because the apparel item tags cause some sort of conflict or confusion with the ones the apparel in that mod use? I dunno, I don't know too much about xml/coding. Though I'd imagine a patch would be possible by adding the apparel from that mod into a disabling xml patch too, if you want. If not, it might be good to put it as an incompatible mod in the description.
I'll try that. It's strange, because the last time I used this mod, I had no problems.
Then again, that was in 1.3, and I've added/replaced mods since then.
Depending on what the conflicting mod is, would you be able to make a compatibility patch for it, if the mod is reasonable to be patched?
1. Disable half the enabled mods, see if it solves the problem.
2. If no, go to step 1.
3. If yes, the enabled mods are "known good." Re-enable half the disabled mods, see if it solves the problem.
4. If yes, go to step 3.
5. If no, go to step 1.
I have a lot of mods, but I did manage to discover through my own testing of the files that after deleting the "ItemDisabling.xml", the crash stopped, so something must be conflicting with that xml. Would you have any ideas about what kinds of mods would cause that conflict, just so I can try and narrow it down?
See "Reporting Errors" to find the cause of your issues
1. It looks like removing basic industrial apparel from the player pawn apparel tags causes the blindfolds issue
2. Easy Fix - Just need to add section for them
1. DLC Clothing spawns on pawns way too frequently(Blindfold, face mask, slave clothes)
2. Biotech technology(Mechanoids and Tox) that do not match the setting are still researchable.
For coal, maybe detect Coal Expanded and switch quarry and dynamo to that if present? (no idea how hard this is on the technical side) Else I guess people with both will just use the Coal Ex. coal and generator as it has other uses as well and spawns naturally.
I'll check the spacer removal but sadly some industrial items (like the hunting rifle) can cause imbalance or other issues as well. This mod duo kinda creates a balance bubble of a sort.
For CE, I'm by no means a gun expert just going by what values I typically see.
For reference, CE Winchester 1873 has 29 range, shortbow has 28, recurve 32. Even tribals can outrange the most common rifle with bows. Hunting rifle has 75 range, on par with CE sniper values. The longest range here is Sharps 1874 with 52. Im guessing also by the description meant to be the badass sniper. 52 is shorter than most normal rifles/ARs in CE.