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If the author of the plant/animal mod and the author of the biome mod patch in the same way then this mod doesn't work.
If you want to fix this you need to fix the logic of the patches yourself, although that'll only last until the mod gets updated, for a longer term fix you'll have to let mod authors know.
Here is the mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920976506&searchtext=perfect+medieval+playthrough
Wanted to report that there is an incompatibility between this and "Perfect Medieval Playthrough" - having them both installed will cause the game to freeze if you try to open the Choose Wild Plants Spawn options.
I think then I'm getting confused as to when the game checks for an updated config file then. Sometimes I can update it whilst the game is running but sometimes it just resets to the previously saved config. I'd assumed it was because things were in the wrong order but it seems that it's a timing issue to do with when I'm saving the new config file.
There seem to be some rules for the ordering of things in the config file. Do you know if the plant lists are supposed to be ordered by defname or label?
Also there seems to be a maximum and minimum value before it freaks out and it would be great to know what the limits are.
Oh and confirmation that the rules are the same for the animals would be great too!
System.TypeInitializationException: The type initializer for 'ChooseWildPlantSpawns.Main' threw an exception. ---> System.ArgumentException: An item with the same key has already been added. Key: Plant_PincushionCactus
I was wondering if there was any possible way to set plants to only spawn on specific floor types.
Specifically, I want to make it so plant A can only spawn on sand, and plant B can only spawn on Soil.
Thank you :3
It used to work for me (though crashes if you clicked something the wrong way) but now it's entirely broken for me. I have a lot of mods enabled so I'm not looking for support as who the heck knows what the conflict was, but thought I'd let you know.
This isn't an actual problem with your Mod itself, but I am experiencing the same problem as Fae. I posted it here (no Hugs Library Log because it straight-up crashes) in hopes that you could give me an idea as to what I should be looking for when debugging.
Title: "CWAS.aawarning"
and on the button,
"CWAS.ok button"
I doubt they're related, but who knows. Perhaps my pawns are going to be killed by flying maddened MegaloCWASes.
When this mod's menu throws up an exception, it says that a version of Key: Plant_TallGrass has already been added. The mod menu works again if you remove both those mods.
Pressing escape makes it goes between two similar error messages about Plant_TallGrass that still won't let you exit. It was probably some dumb thing like one of the ReGrowth extensions that was added by mistake, but I'm giving up for tonight.
This is for the full size modlist with the error message and menu locking combined.
https://gist.github.com/HugsLibRecordKeeper/eba04626c8e11511cd7567a415473b53
Regrowth & Fertile Planet seem to work badly together (not officially a conflict yet, but there are many comments about other issues and workarounds.) If you use both of those mods AND this one, it breaks this one's menu AND its "close" button, trapping you in the menu.
That's the first thing I found out for certain. It might possibly address half of Ghojo's problem below. Or maybe there's another bug that causes the menu problem and also the popup error message, which is also a problem I have when I enable my full modlist (and I've spent ages trying to debug it.)
The left side should have a slider, do you have 1x ui scale set?
Also, looks like a spawn rate of 0.018 is still too much for some plants. I´d like to decrease it to 0.001 but that would require me to dig through your code and set those numbers manually. How difficult it might be if I have no experience with reading the code?
Could you please add a scroll bar to the left side as well? I do not see all my biomes.
Thank you.
https://imgur.com/nuvP0C2