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This is the standard approach to dealing with mods with duplicate content, and is what most mod authors will suggest because not only does it afford the end user more control over which content they want, it also means they don't have to maintain patches for other mods, meaning they can spend more time working on their mod's actual content.
Thank you, i will try it ;D
This link is a new mod that integrated both of them together, without duplicates
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405493810&searchtext=
Do you have any intentions to fix this, or is it already fixed?
Because your weapons that Grimworld not yet have are awesome
I wouldnt recommend using it with Grimworld because two mods have duplicate weapons and different balance
If you have the Quarry mod and can settle more than one colony, you could go out to a biome with hills or mountains, put down a quarry, go into the Quarry mod's options, set only the materials that you want to be mineable, settle there, and just caravan the minerals you need back to home base whenever you want.
Exception ticking GF40K_075BoltBullet594622 (at (122, 0, 111)): System.MissingMethodException: void Verse.Effecter.Trigger(Verse.TargetInfo,Verse.TargetInfo,int)
[Ref CD980A89] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
Как увидел что будут Эльдары в будущем, аж член встал(А я импотент).
- 1.5 update