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it's very frustrating because look here at a part of the code:
<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance>
there's already two parts of the mortar that specifically says "it shouldn't spawn!" and also the market value of each mortar is very high specifically to target this problem... and it still spawns
but I still have some ideas to test here...
thanks for bringing this up
@Ros[É] bruh, really? man... I've put like 3 guidelines in the code so to not let this happen and it's still happening... I'll see what I can do.
RimCities - most probable cause as I can tell
WallsAreSolid - may alter some properties of stuff
Rimfactory - don't really know
AllowTool - don't really think is the issue but you can try
Dubs Mint menu - don't really think is the issue because I always use DMM when I'm coding Nanotech and there's no issue at all, I actually recommend using it.
try removing those mods in that specific order
also, there's no mention to the nanotech mod at all from what I could see
meanwhile the RimCities mod is causing lots of Room.Notify_ContainedThingSpawnedOrDespawned type errors, causing the GUI crash
Now the link was visible, I'll see what's the issue
also, about creating an incompatibility list I would love to but (english is not my first language but I'll try using metaphor/analogy) it's like shooting a distant target in the dark based on generic sounds - hope that makes sense. Like, some people had problems with ASF, other's had problems with Vanilla Expanded, others had issues with other OP mods and etc, so there's no pattern for me to base my conclusions.
So there's a high chance that if I create an incompatibility list saying that, for example, Vanilla Expanded is incompatible, lots of other people could play with VE with no issues at all, making the list inaccurate and useless.
Anyways I'll take a look on your issues and see if I can solve anything.
I already advise you that my mod is 95% vanilla XML, which shouldn't interfere with anything on the UIs of the game. The other 5% is some custom C# I did for the Obelisk and other minor stuff.
When other people reported this error they had like 500+ mods installed and it was a conflict between some of them. Not to diminish your issue, of course, but the chances are this mod is the lesser problem.
ctrl c ctrl v
like the Erros up there by xsebikx2208
might be easier
This page is no longer available. It has either expired, been removed by its creator, or removed by one of the Pastebin staff.
try this one
https://pastebin.com/tPjQUNam
thank you
if you cant craft them there then I don't know what the problem is, probably some mod interference, but shouldn't have any problems on that.
and spawning with dev menu also works
And about damage reduction for structures, I don't remember any type of "armor" for walls, I would have to look into the wiki, but I don't think there's vanilla content for that, maybe Harmony patches or XML extensions.
To kinda solve for that, if the value impacts your game, in the storyteller settings you can set how much wealth affects gameplay, that could help you improve your experience.
and yes, my plan is to add as much weapons and armor to it, starting with the nanotech armor and belt, then the vanilla and DLCs and then I'll begin adding modded weapons
Lyn's version adds just the basics of what mine adds now. It shouldn't crash your game if you replace theirs with mine, just some things popping up in the debug log like items disappearing such as the Nanoaura that in my version is still an apparel while in Lyn's it is an implant. Aside from that, shouldn't crash or corrupt your files.
@koimono the one with saggy unleashing 1% of his true powers in the picture? Overkill I guess
And yeah, if the OP stats of the god trait mod sums with the nanoblaster it could overload your CPU by the amount of iterations per tick
I made the Nanoblaster slightly less OP in this recent update, might help you.
If not, can I replace Lyn's version with this in a game that is already in progress?
@逆流风云 I've put that as a warning to prevent bugs because you shouldn't really use both because of duplication of some DefNames, but you can go on and try if you want. It won't crash, just pop some errors maybe.
But I'll also probably set the range to whole map for mine too now that you spoke about it. Or at least as long as the game can render.
Hello, is it now incompatible with LYN's nanomod? What kind of bugs might occur if both are enabled at the same time? Since LYN's turret has a range across the entire map, I mostly use that one. I just want to ask here, will there be bugs if both are used simultaneously?
Just telling you beforehand that the game expects just one type of damage so I made this EMP sniper causing massive damage against shields and stunning mechs, but it doesn't deal any kind of physical damage.
also sorry for not answering fast
Try making sure this mod is loading after all the mods it has patches for... and if that doesn't work, try to see if any of the patched items arent in your game for whatever reason.
If that doesn't help... idk what could be happening...
can you copy the debug log and send it to me? when UI problems like that happen it shows lots of red lines of code in the debug