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answering your questions:
1 - No it doesn't, so it was not your mod.
2 - I can create a new save with no issues.
3 - Problably "material closest", or other one that allows me to build things with refined metal instead of only metal ore.
After disabling all my mods i've figured it out what the problem was. I had to enable more mods instead of disabling, one of them were needed. I've enabled them all, included yours, and it is not working properly.
btw your mod is great thank you i'm using it now
If this is it, I can't do anything about this. All I can do is recommend you to make sure everything is up to date. This can mean deleting and re-installing the mods in both the documents and in the steam workshop folder, and if that doesn't fix it you may need to reinstall the game.
Also double check your other mods. See if something you have enabled stands out as potentially disruptive (like a building rotation mod), or make sure they're all up to date. The codebase seems very old and so I wouldn't be surprised if something unsuspecting does enough to break it.
I'm experiencing this error when loading my save after activating your mod:
https://pastebin.com/GefmU2UL
it's different from the guy who posted a few days ago
I'm not sure if it has other values than what's written or if it has defaults if values are not present. I'd need to find it in the code, so I don't recommend removing fields
I may still write the core from scratch, but after looking at the complete lack of documentation that may be a while if it happens
For those wanting the details:
A call to the now non-existent BuildingCellVisualizer.DrawUtilityIcon has been corrected
NightLib.AddBuilding.AddBuildingToPlanScreen was using a deprecated field and is now ModUtil.AddBuildingToPlanScreen
I may remake it from scratch anyways at some point, which would also give it the modern tank level logic signal
Just give me time, I haven't touched this game in a while, let alone the mod
But the "old logic" is binary, greater than or less than a certain level; while the "new logic" is on when greater than a level and off when less than, with a band between them (I know smart batteries have had this logic for longer than tanks)
So unless something within the API changes forced the new logic, they should still be using the old logic since that is what they were programmed with
if you do not mind answering. i am just curious about that.
Similarly to these tanks using the old tank logic conditions instead of the new one, I'm not fixing it unless it's really wanted
if you are having issues, you might need a mod updater to force update this mod.
if that is not the problem, then you have way too much lack of information on the problem to be requesting an update.
Just updated the mod with the 'new' system, so future-proofed
(the patch notes gave the expected function, no idea when it was implemented)
My current 2 options are waiting for a patch to this problem from the dev team, or be given (or find) the changes needed to fix this. It seems to be a glitch made from the dev side, as the full patch notes give nothing about a change in this regard.
I will update the mod in the coming days if this change is (somewhat) intentional (meaning it's not being patched on the game side) and/or needs to be changed from the mod side
(Had to manually update with Mod Updater after subscribing, but works now)
The old one is not being updated, and since Breath of Fresh Air, DLC and Base Game use the same Harmony the only difference between DLC mods and Base Game mods is the assets. The only DLC only mods now are the ones that use radiation or beetas or whatever.
I have moved it into the mods/Local folder, changed the mod_info.yaml and it works great with base game only. I couldn't just edit the mod_info.yaml because mod_updater kept reverting it.
The version of the mod I had before editing didn't work with the base game, though time can fix that...
I might try to do this at some point, but as of right now I have other things I'm working on
I have the DLC but at this time i play a base game with DLC not activated (just installed).
So in the mod list Your mod is present but cannot activate it cause saying "not compatible with base game".
Would be great if you could make the mod compatible even if the DLC is installed but not activated. It's very annoying to have 2 versionof the same mod but one when DLC is activated and one when it is not.
Thanks if you can help.
You can try editing it's mod_info.yaml file, or deleting the mod entirely to have steam reupload it, if you aren't using a mod to ensure other mods aren't out of date
The mod_info.yaml should be this:
supportedContent: EXPANSION1_ID
minimumSupportedBuild: 469369
APIVersion: 2
Give me some time to figure out how to fix it
That's just a text bug, and I don't know where in the code that would be to 'fix' it...
It doesn't break anything, and you can get it from context
Might fix it later
The mod works; if this is a bug report, please have it make sense...