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Previous versions required an XML extension that was broken and prevented the game from loading. This one doesn't have that issue. A must-have mod because I'm building a castle.
It's possible that a future major revision of this mod could change the names of defs as a way to prevent, assuming that consistently prevents, but this would have to be done with communication to the community as changing a defname would create a permanent incompatibility between the new and old versions of the mod, so people would have to be given advance notice and know that they would need to avoid updating the mod on old saves. It's a fairly difficult change to justify unless the problem is creating widespread issues.
1. Disable all DLC and mods and only enable Core. 2. Dev quicktest, god mode, place a scanner, power on, tap finish scan until there are Uranium veins. 3. Save. 4. Add Castle Walls Reborn to mod list (now there are only Core and this mod) 5. Restart RimWorld and load the save. 6. The Uranium veins are now Tower L Connector veins.
It turns out it is this mod itself that causes the issue. I’m surprised, because I did look into the files of this mod before doing all of these and couldn’t find anything remotely related to the issue so I had ruled out the possibility.
Are you suggesting that it is actually saved as L Connector ore veins but it defaults back to Uranium when L Connector def is removed (like in (1)) or renamed (like in (2))?
I was already on the premise that this mod alone won’t cause the issue so I was trying to figure out what is the other mod that is interfering.
2) When I did the renaming experiment (renaming both this mod and save file’s def name simultaneously), there was no NullReferenceException. At least there was none logged in console.
2) This behavior is also explained by what I mentioned in the long answer in 1 below. If you rename the def in the mod files and load up your save, the game will ignore (i.e. delete) anything in your world that references the original name because that original object no longer exists. You're effectively creating a NullReferenceException in the Rimworld code and when this happens with XML-based defs, the game simply skips loading anything that references it.
1) Short Answer: The best test for this would be to create a quick start game (don't bother with extensive setup of the scenario, just get into a new colony as quick as possible) with only this mod and Harmony enabled. If the problem still happens, then this mod is causing the issue. If it doesn't, something else is creating the conflict.
1) Long Answer: removing Castle Walls Reborn resulting in the weird ore vein returning back to uranium makes sense regardless what mod is the problem...the castle wall object ID doesn't exist when you disable the mod, so all references to it get ignored by the game when loading the save. For future reference, this is a dangerous thing to do and should always be done with a backup copy of your save as this can result in unpredictable corruption that may not even show up until years (in-game years) later. This is true of removing any mod if your save already has references to that mod inside it.
1. The change is not permanent. After saving the game with Castle Tower L Connector ore vein, and searching "JDS_Tower_L_connector" in the save file, it isn't there (well, there is an occurrence in the save file but I am pretty sure it is the actual building I built). And if I load the save with only Castle Tower Reborn removed, the ore vein is back to uranium ore instead of disappearing.
and original mod images are removed so any "instruction" for this is lost.
Do you have any suggestions on how much the durability should be reduced by (preferably a %) when Layered Wall Destruction is detected?
The mod does not add any ores or materials to the game, so there's not something in the mod itself that would cause the deep drill to mine it as if it were an ore.
This sounds like another mod has misidentified it as a material and made an ore for it, probably through some kind of automatic detection process.
Do you have any mods that alter terrain, mining, or add ores? If so, I'd be curious to know which ones to see if I can reproduce the problem.
Getting a bug where a deep drill mining uranium is now mining the "Castle Tower Connector"
Also, could you add an optional patch for compatibility with Layered Wall Destruction? Or would that mod's author have to fix it? LWD adjusts hit points on all walls for balance, so these castle walls become disproportionately strong.
Thanks again
N7Huntsman said it was added in a PR with some other fixes.
<li IfModActive="gideon.castlewalls">ModPatches/JDS Castle Walls</li>
On my end, there is no misalignment when I test. I'm able to place a wall on either side of a gate exactly aligned with the gate where it looks like it should go and the gate will connect and operate exactly as expected.
I have not been able to reproduce a need for any misalignment of walls and gates.
You can send me a friend request if you'd like to exchange screenshots via DM.
What does NOT work:
1 gate aligned perfectly with 1 wall on the left, 1 wall on the right
1 gate misaligned to the north with 1 wall on the left, and 1 wall on the right
1 gate misaligned to the south with 1 wall on the left, and 1 wall on the right
2 gates misaligned to the north and south, with 1 wall on the left, and 1 wall on the right
What DOES work:
1 gate with 2 walls misaligned to the upper left and upper right, 2 walls misaligned to the lower left and the lower right
The visualization of this is:
WALL.........WALL
.........GATE
WALL ........WALL
I do have other mods, but none that directly modify walls or doors. I have no issues with other doors or walls, vanilla or modded.
Is your version number missing the last digit? There was no 3901 release, but there is a 39019 patch, so I will troubleshoot under the assumption you meant 39019, which is the current release version.
Using this release version, I'm able to align the gates and walls visually and have them behave as I would expect them to.
Are you able to provide any details on other mods you have installed? Do any of them modify walls, doors, or graphics rendering?
Please keep in mind that this version of the mod relies on vanilla objects, so if you have any mods that alter, for example, BuildingBase, DoorBase, or Building_MultiTileDoor, this could alter the way this mod behaves.