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
A solution, would be to build on cell you want to make a bridge with a normal wood or stone floor and then attach a fake bridge deck from VFE-Props or Curb Stone from my mod, which might look better.
Thanks for this great mod!
Artificial water places should be shallower, cleaner and easier to handle than natural water places.
I'll put that patch mod in the description, thank you.
There is a new patch mod that enables VFE fishing in artificial water.
It should be no more problems...
It is possible to quickly grab water before the spot disappears. So I'll be enjoying this mod even as is.
I haven't made any changes to the research itself.
Please try unsubscribing this mod and subscribe it again.
Also new: the research project for building water is missing.
Note) Harmony Mod required to solve destroys water fetching spot issue in with Water Freezes.
And changed the texture of the water fetching spot to own (in case other mods overwrite the crafting spot texture).
Could you enable fetching spot placement on artificial water? Then at least there'd be a workaround.
It work on a new game and water fetching spot doesn't disappear...
I'll try to check at the internal code the WF.
The low depth of the artificial water was intentional, and I believe that artificial water place should be shallower and more likely to freeze than natural water.
Mods include Water Freezes 1.4 (Evelyn's not Mlie's),
Evelyn's Soil Relocation Framework (digging ice reveals land until spring melt),
Evelyn's Consistent Map Stone (changes how layer beneath soil and water is generated)
Vanilla Factions Expanded - Medieval (includes digging soils to create moats).
I could never get a VFE-Medieval moat to stay anyway. Always reverted to marsh after a few seconds.
I can place a fetching spot and quickly get 10x water buckets before the spot disappears. Then I can build the artificial water floors and they don't disappear! But I can't place a fetching spot on your water.
The tooltip on Evelyn's water:
Natural Water
Water depth 100
Shallow moving water (walk speed 30%)
The tootip on your water:
Water depth 50
Artificial moving shallow water (walk speed 30%)
Added compatibility patch for Water Freezes.
Now water fetching spots no longer delete. And artificial water places will freeze
Artificial water place are more likely to freeze than normal water.
I'm using Water Freezes mod, which is known to revert changes made to water. For example Water Freezes reverts "moat" dug by Vanilla Factions Expanded - Medieval... also after a few seconds.
I have no idea what mod it is conflicting with.
@Si-Cafe you still want to maintain that? If not, i could take this mod.