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But I have a game with my version of show me mod working, so this is not (alone) the reason for the crash.
Unfortunately these are bugs I never was able to fix (beside other small bugs) and I gave up on this and do not use this mod myself. If you or any other modder knows a solutino let me know and I will update.
I releases a "fix" for this, the funtion only continues if this graze_empty does exist. While this stops the crash, I have no clue what the result and other not-yet-found problems could look like (if graze_empty is missing, there might be even more problems)
https://pastebin.com/s5N47caY
Also reported to them, hopefully they find what causes problem.
no it is not. Better use the Standalone version linked above, that only spawns the bell (there it also works for koalefant, see modsettings)
it is undestroyable. So you can only "loose" it by forgetting where you put it.
Then you could let the beefalo loose necessary domestication and gain it again do remove and spawn again the bell.
Or you can use console commands, like gonext("beefalobell")
For me it's not a primary concern because I know it's just a visual glitch, but normal users would think the beefalo is still alive and wonder why they can't ride it anymore.
Unfortunately recezibs code is too expert for me to solve the problem, so I removed the "tendency in name" feature now and hope there will be no more problems left, please try it =/
I crash when trying to load a previous world again with this mod. Last time I played, I had enabled your mod and given a beefalo collar to my beefalo and I could play without a problem.
Traceback here: https://pastebin.com/fb42dcgK
I don't think I did anything special so I suspect it's a mod bug. Do you manage to successfully save a world and load it back with a collared beefalo ? I have other beefalo mods enabled but I don't think they conflict (only give info about domestication) and there is a slight chance my beefalo was dead last time when I quit but I'm not sure.
Do you now how other mods turn off domestication? Simply setting some TUNING values to high /low values? Or is there more needed?
I read the description again about the despawn/spawn feature (since it was made by rezecibs) and I think if no beefalo is near you, no beefalo will despan/spawn with you. And if only your Ornery is near you, only this will despan/spawn. Isn't this okay already?
I'm not able to code buttons and such things, but I also think it is totally okay to use an inventory space, to be able to teleport your beefalo to you.
Also, I need a reliable teleport feature. I only want my Ornery to spawn on me. The rest need to chill where I left them. Maybe they don't teleport unless u add a tag to their collar? A tag u have to craft? That'd be cool. So you can detach or attach it whichever beefalo u wish to spawn on you.
I wish the beefalo bell was a button feature on the hud by that map thingamajigger (bottom right of screen). Having to use a precious inventory slot on hauling that bell around feels bad man. As amazeballs as being able to teleport them is (which it def is).
Otherwise, I <3 ur mod m8, it's gr8. ;P
I appreciate the fast reply and resolution.
Amazing mod ! One of my favs
Thanks man
The update should make this mod compatible to every saddle mod.
But I also released a standalone version, which should be compatible to every other mod, see here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946318659
It has other configuration related to beefalo'd as well
Since it is using a fixed list of saddles, it is incompatible to any other saddles.
I will see if I can make it compatible to all other saddles.
Can you link the mod you mentioned? Then I can test if it works.
Unfortuentaly it is incompatible to all those other beefalo mods.
But if demand is high, I could also make a standalone of the bell, which is compatible to all of them.