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here this one shows it much better
https :// snipboard .io/i2omLJ.jpg
as u can see on the screen, if a pawn stands infront of the tree to cut it, the pawn's upper half will disappear in the tree's roots
since your mod is dealing with that stuff already, i have hopes that you can fix tynan's fail :')
Failed to filter out by size.[Core: Limestone]. Please report to the author.
and its happening for all rocktypes.
https://gist.github.com/HugsLibRecordKeeper/db081fe785a093ff271fffb04b08872d
I will consider adding detection code which def and mod these exceptions are coming from.
Error in static constructor of SenseOfDepthForTallBuilding.StartUp.StartUp_Main: System.TypeInitializationException: The type initializer for 'SenseOfDepthForTallBuilding.StartUp.StartUp_Main' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object.
haven't changed a mod list for days.
https://gist.github.com/HugsLibRecordKeeper/c889c2298a28ec77db1ecf82df3d7728
Failed to find any textures at Things/Building/Furniture/RusticHearth_overlay while constructing Multi(initPath=Things/Building/Furniture/RusticHearth_overlay, color=RGBA(0.412, 0.373, 0.380, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Opening the BSL inspector and turning off the "current valid" toggle remove the square and error spam.
I know that MO moved around its texture, maybe it's related? And I only checked these 2 furniture, dunno if there is others.
https://gist.github.com/HugsLibRecordKeeper/c70e38dde330743b2eb392e76fcaa63c
Some mod buildings overlay images using their own comp, so they may look strange when BSL is on . Sorry BSL may impossible to consider all mods buildings at the moment.
Therefore, BSL can toggle to enable/disable for there each individually in the mod options.
However, I've seen similar reports before, so I'm believe it's can happen. I'll look into it a bit deeper.
Relevant patchnote:
Fix: Issue with modded statues due to xenotype being set before kindDef.
I fixed it by excluding the automatic support for pawn statues. Perhaps the pawn statues are not building this mod can support.
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...