Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Bed at Bar. This is a bug that occurs if the spacing between beds is not set correctly.
- There are some houses in Bark that cannot be accessed.
- Empire Rebuilt - CATO compatibility Patch. Items added in CATO for Bark and Heng are clipping.
- Lively Bars by Laughing Forest. There is a bug where the Bar does not appear.
When you're able to update so lively bars animations would work that would be fantastic
Thanks again Kealer
I went to the Sho-Battai town entry and under residents changed the first value from 1 to 2. This has now worked at populating both Saloon (Dots) buildings as bars when using with Lively Bars.
Of course I still barely know what I'm doing, but this seemed to work. Made and uploaded as a simple patch, and if I encounter in other UC cities will see if I can continue to update the patch to make them work together.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3420012164
What you recommended fixed one of the bars, and it appears in town when clicking on it as:
Bar - United Cities
Type: Saloon (Dots)
Town: Sho-Battai
Somehow the other one, when clicking on it, appears as:
Saloon (Dots) - United Cities
Town: Sho-Battai
Can't figure out what is breaking to fix
Any idea how to fix that as well? I'm making a simple patch but can't figure out the Saloon (Dots) fix
cheers
Update: Removal of the Lively Bars solved the emptied bars, thank you.
And to be more clarify about the Moor Tower I mentioned before: It is the one with (Dots), locate near the noble house in Heng (not the mechanic shop one), it entrances stair (and the building foundation is literally floating) far above the ground, thus impossible to enter.
Would try remove that mod and see if the emptied saloon could be resolve,
Flipped Buildings
Forgotten Buildings
Ash_NewBuildings
Ruin Restoration
Outside of these mods, I have no idea what causing the emptied saloons issue. Could be overide problem (I have Kaizo)
Still has not seen in other cities. Regarding the emptied saloons, possibly one of my mods (that lets you buy/become owner much more buildings) interfering with it? Because beside shops, the option become available for me.
Would test a new start with that mod out, and would report the result here again.
The problem occurred for me even with the compatibility patch installed too.
I'll be sure to list the proper dependencies when I update those pieces of your mod. I'm not sure if I'll be using anything else you've created, but thank you for the swift reply! I'll definitely let you know when it's updated so you can check it out yourself! Thanks again.
The FCS is only able to notice requirements if they are directly put into the FCS, for example the reason why only Forgotten Buildings is listed as a requirement is because in the city residents editor i directly called for the use of Forgotten Buildings assets for units to spawn in them, but the other mods are only used in game as assets and never called inside the FCS, hence why it cant recognize them as dependencies, but they are still needed because without them there will be missing set pieces both in exteriors and in interiors, furniture will be missing inside buidlings because it comes from the furniture mod, tents and other miscelaneous will be mssing because they come from Advanced Camping, etc.
And yes, you can absolutely use this and any other of my mods in any of your own projects! Being in the credits would be nice, thanks for asking
This takes a lot of mod requirements and the mod itself has less requirements than you've posted on this page. In fact, the mod is only listed as requiring Forgotten Buildings. When your mod requires another mod, FCS will automatically list that mod as a requirement, so if the mod is not requesting the rest of the dependents you've listed, why do you have those mods listed? I can see you added furniture mods to this page. Does that mean your interiors use assets from those mods? Shouldn't FCS have noticed that?
That aside, I'm the creator of the mod Ultimate Cities Towns Merge and I was wondering if I could use parts of your mod to add on to UCTM. I would only use the pieces that my mod has not edited yet, like Port North / South. It would be a tremendous addition. Thanks for your consideration.
pretty much everything is working as intended now, the only thing I've noticed was the Market Stalls in the farming Village still floating in the air, but I'm suspecting that could be related to conflict from Cities Rebalanced and Marketstalls conflict rather then your mods since I've found out that Clownsteady is also suffering of much worse problems that seem to be related to this issue.
Thanks again for the hard work and keep up the good work!
For the market stalls mod i uploaded a new totally redone version that avoids the issues of the past patch altogheter, on the Heng and Porth South issues, i couldnt find the messing lamp in Heng, and the Port South Outpost IV is actually intended, for some reason the base game Ports both have empty buildings and i decided to keep that as to not cause incompaitibilities with other mods that could end up ussing them.
Making a correction on my last statement, the ones I've mentioned in Farming Village and Brink are actually from Market Stalls and Cities Rebalance conflicting with your mod respectivily not Unofficial Kenshi Patch.
The other two I've mentioned seem to be only small mistakes as far as I can tell, no appearant overlaping of any kind.
Reposting Updates
That shade inside the Police Station in Brink is still there too < Cities Rebalanced Mod Related
I've just noticed a couple of Electrical Light Torches to the west side of the wall (facing the entrance) one is floating near the end of the wall connected to the mountain and one huging the wall near it's junction where the Bar is located (the Torch itself is outside the wall). <Market Stall Mod related.
There are a Couple of Ramps interfering with the Walls in Eyesocket as well, one near the Wind Generator in the west Wall is piercing it and another one conflicting with the one set by your mod <Market Stall Mod Related.
And this messing items are without other mods or also conflicts with UKP?