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This mod adds depth in a fairly hacky way, so it is highly unlikely to make it into vanilla.
I'm sorry for the confusion.
There are no changes to the code of this mod at this time, but it seems that an error occurred in 1.5 due to the addition of reference dll added in 1.6.
What I can say for sure though is that there buildings probably has AltitudeLayer set to "Buliding_OnTop" or higher, not "Building". The wall's AltitudeLayer is "Building", so there will higher the wall layer.
When you switch to Debug mode, a button called BSL Inspector will appear when you select a building, allowing you to check simple details about the drawing of that building.
There is also a function that allows you to temporarily force AltitudeLayer to Building, so I recommend trying that out. After switching, you can see the effect by turning the BSL toggle.
This mod no longer applies auto patches to the supported building Def as it did before (except for optional xml patches).
It is best to be suspicious of the original Def for any drawings other than BSL (layer above pawns).
See the changelog for details.
However, there is a possibility that an ”expand to this mod" may be released in the future. It mod can improve the visual issues with trees and large pawns caused by this mod. But I'm not making much progress on there work at the moment, so I think it'll take a while...
love this mod anyway :)
Also, FillableBarPatch is not yet working properly at the moment, so I’ll fix late that as well.
But the building ABooks_BookPlinth (and ABook_BookPlinth_ruins) from Alpha Books is active by default despite being a book display stand which can hold a book which is not displayed correct with BSL on.
And the overlay from the fermenting barrel from [SYR} Processor Framework is being displayed correctly because it's cut of by BSL.
Both are easy fixed with the toggle, just wanted to report it.
Could you make buildings which are just one tile high to be cut off later? Because the barrel would work, if BSL wouldn't start in the middle, but at 3/4 from the bottom. But that's just a thought of mine.
https://gist.github.com/HugsLibRecordKeeper/f65e274eaf72952194b94c520115d431
The selection setting list is empty and no buildings are affected. The BSL inspector is showing "Supported: False" for objects working before the update.
Vanilla objects aren't working either. I already manually deleted the mod and redownloaded it.
https://gist.github.com/HugsLibRecordKeeper/fb0fa95d90eb3bfdd38724076ff3849c
@bradson Thank you for your advice. Compatibility with Adaptive Storage is still not perfect, but I managed to restore it.
I would also recommend always including the caught exception when handling, simply by appending it and at most with .ToString(), not the more limited .Message. Currently it's simply suppressed with the log warning
This one in particular is from the Woven Basket building but im getting one of these for every building from ASF. For now i fixed it by removing these buildings from Sense of Depth Selection settings so i can play normally. Also i did change the modlist today so it may be my fault but still ASF got updated yesterday so idk. I feel like it was worth bringing it up. Great mod btw.
Cant post the whole log here but it starts like this:
[Sense Of Depth] failed to assigned Adaptive Storage Graphics to BSL. : ASF_WovenBasketTriple
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
SenseOfDepthForTallBuilding.Compatibility.StorageCompatibility:GetAdaptiveStorageCurrentGraphic (Verse.Thing,Verse.Graphic&)...
And thanks 帝国志願兵ビルダーC, you helped me identify the problem sooner.
I was just asking because perspective trees from ReGrowth Core don't properly work on larger trees, like from Medieval Overhaul or Majestic Foliage.
I was developing a layer overhaul mod for pawns, trees, etc. I might release it someday, but it's unstable...