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I thought I just forgot for the walls, didn't know I had forgotten for all of the buildings from this mod. I added the tech level to everything that makes sense - made the pedestals and signs medieval though - thanks for the suggestion!
If you prefer to leave more possibilities, perhaps "medieval" would be enough for the pedestal, the bench, and the sign?
I also added various new settings to allow fine-tuning the behavior of guided tours and did some improvements to the tour duty itself. Your pawns will no longer starve themselves just to watch a magnificent piece of steel.
@qux
Done!
I start a tribal game and I see I can build glass walls
@Y O D A (seasoned)
I tried to reproduce your issue but cannot find any issues. Please reproduce your issue and provide a HugsLog, something must be causing an exception, which fails the re-assignment to the original guest lord.
What do you mean with the guide? The guide is always just one person, the rest is just following the guide. You can identify the guide by looking for the pawn moving first and having speech bubbles pop up while looking at a watchable building.
I will try to investigate the cancelled tour logic. I have to wrangle the Lord way from the guest logic to make them follow the tour. Sounds like it's not being re-assigned to the guest lord at end
Also when I start a tour and cancel it, guest will not be listed as guest anymore
Thanks for the report, I have a suspicion why that happens, I'll try to fix it soon
@UltraEmailMan
@DirgePsy
Done!
@Lance Hardwood
Fixed!
@ArbaroLinko
Fixed!
There seems to be an issue with El's Archeology. Your museum room doesn't override theirs. I fixed it by locally deleting El's Museum room def
Every single storage container I put down is watchable and I'd love to be able to not have to deal with that. I completely understand that's definitely not top priority. Just want to put it out there
Anyone still experiencing issues needs to make sure they are running version 1.2.1 of Museums.
So I assume the fix I have pushed is not working? Some feedback would be useful, even if I understand that you just want the game to work. But I can't fix a bug I don't have logs for.
@Izmonster
Okay, initially I blamed an issue with steam workshop items updating, but you were indeed correct. I have pushed another fix (v1.2.1) that hopefully fixes your issue. If you still run into problems, please provide me with a HugsLog so I can analyze the problem.
If you are running into issues within a short time of this post, ensure that your NightmareCore mod has been updated to that version. Steam is weird with its updating, so you MIGHT be pulling a new version of Museums before NightmareCore, which will have the issue of despawning your displayed items.
I have also added various new QoL features like using the new draw style (circles, lines, etc.) and adapting all gizmos to allow for changing the watch cells when you have multiple buildings selected.
You got it, just don't put any of my buildings in a grav ship and you should be fine. The problem is that I attached a lot of logic to the map, not thinking that you could ever *move* your buildings around without deconstructing and re-constructing them. Odyssey threw a wrench into that logic so now I need to reorganize.
@Peterimu
Depending on which storage building you are talking about you can change the mods integration patch. Outside of that I cannot provide an easy fix for this.
Resource Dictionary might just be able to help with the glass issue.
I don't really know how I should fix that. I can't really "pick" one of the two mods to win out, they both provide glass and I can't just take up the complexity of unifying both glass resources into one and adapting all vanilla recipes to use that new unified glass.
I'd have to check if there is a mod out there that does this and then require that if both of these mods are loaded. Quite mechanically complex...
Yes. And I will continue to support 1.4 and 1.5 as well.
Those mods must be inheriting their Defs from the main one that I patched for neat storage, so yes, indirectly it is intended.
Buildings from `Reel's Expanded Storage`, `[sbz] Workbench Shelf`, `[sbz] Fridge` are now also watchwable. Is this by design ?