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If it does, then credit to @sincere_cynthia for identifying the issue and letting me know!
I've figured it out for now, so here's what to do.
Open this mod's folder (3279582979),
then copy “ 1.6/Mods/OracleCliffsChasms.No/Textures” directly into the 1.5 directory. (So it goes into “3279582979\1.5\Textures”)
Oracle-san.
I don't have any mod creation knowledge, so I can't tell if this might cause issues.
Based on what you've heard, does this seem okay?
VFECore.ApparelExtension got changed to VEF.Apparels.ApparelExtension at some point.
If you fixed this recently, tahnk you, and feel free to pay this no mind, but if not here's a git style patch:
--- a/3279582979/1.6/Mods/VFE.Pirates/Defs/ThingDefs_Misc/Apparel_Various.xml
+++ b/3279582979/1.6/Mods/VFE.Pirates/Defs/ThingDefs_Misc/Apparel_Various.xml
@@ -48,7 +48,7 @@
<li>VFEP_Warcaskets</li>
</researchPrerequisites>
<modExtensions>
- <li Class="VFECore.ApparelExtension">
+ <li Class="VEF.Apparels.ApparelExtension">
<traitsOnEquip>
<li>VFEP_WarcasketTrait</li>
</traitsOnEquip>
If someone wants to debug and find out what needs to be changed and let me know I'm happy to do so, but otherwise I'll just have to take off the version support tag I guess.
I even went so far as have only "Prepatcher, Harmony, Core, Royalty, Ideology, Biotech Cherry Picker, Vanilla Expanded Framework, Vanilla Furniture Expanded, Vanilla Furniture Expanded - Props and Decor and Oracle's Miscellania" loaded and it still makes most of the items in my [Structure] tab disappear.
Just wanted to let you know.
@Bodacious Cowboy I can add that in the next update
Just in case i'm not the only one still playing on 1.4. Yes, i know, it's ancient but rEaSo0o0oNs. 😑
I guess this is the proper explanation: https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes#graphics
Diagonals being a feature of Rebuild is going to be sick asf, can't wait.
For now the diagonals are still here, until we get them added to ReBuild with the new implementation.
Some fantastic decorative additions in here! Amazing work!
The other big change will be the diagonals; I'm looking into what it will take to make them work nicer similar to the diagonals shown in the DLC screenshots, but I will have to wait until I get my hands on the DLC for that, I suspect, since I don't know how the diagonals in the DLC are done on the code side. Might end up needing custom code! But hopefully the end result will be a cleaner look and a more straightforward implementation. I'm also going to see if Helixien wants them for the 1.6 update for ReBuild, since diagonals are now vanilla and not a passing fancy of a madwoman (aka me).
That's on the agenda for a rework of the diagonals; I've been busy lately so no ETA on that though, sorry.
The void flooring is actually a floor, similar to deep ocean water it just has the tag <passability>Impassable</passability>, which stops anyone from walking on it!
I will say that the invisible stuff unfortunately won't work for your fogged room idea as neat as it sounds, since its invisible it means that the fog system doesn't count it as blocking vision.
Also, would you consider adding invisible walls, "embrasures" (0% cover lol) and doors?
I imagine void flooring is secretly a type of wall you can shoot through anyway, but like the idea of being able to have the floor between two spaces be visible, but canonically lower down and inaccessible, or canonically higher up and also inaccessible but this time you can't shoot through it, or for silly temperature purposes.
Invisible doors have a lot of potential with fogged rooms. Like, you could make an area that looks like you can walk in without opening doors, but is also fogged until you enter it, like an arena that only reveals the boss inside once you enter.