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Fuel tank, battery, heater...
When selecting from the Architect tab, icons should be grouped together in one dropdown, so they shouldn't be displayed separately like in your image.
is it supposed to have icons?
Moved it almost at the top and at the bottom, nothing helped. even tho i activated it in the picture it still says "send a colonist to activate it" tho i only have the option to deactivate it because i just activated it. So most be one of my mods that conflicts with it.
Perhaps the shield is actually deployed properly, just not displayed? Please check that possibility.
That should already be written in the GravshipComponentBase, which is specified as the Parent. That's why I've omitted the thingClass description in this mod.
There was no update to Odyssey itself this time, nor did that change the ThingDef specified as the Parent, and it works without any issues in my mod list, which has several hundred mods, so the problem you're facing is probably a conflict with another mod.
The ThingDef for KIMURA_ShieldGeneratorFloor is missing a <thingClass> tag.
Every buildable thing in RimWorld needs a thingClass so the game knows what C# class to instantiate (like Building, ThingWithComps, etc.).
Without it, RimWorld can’t load the object, so the def fails.
Config error in KIMURA_GravFieldExtenderFloor:
has components but it's thingClass is not a ThingWithComps
The ThingDef KIMURA_GravFieldExtenderFloor (from Grav Field Extender Floor)
has <comps> ... </comps> entries.
But its thingClass is not ThingWithComps or a subclass of it.
In RimWorld, only ThingWithComps-based defs are allowed to have components.
If you set this number to 9999999, your worries will disappear.
<maxSimultaneous>6</maxSimultaneous>
<maxDistance>21.9</maxDistance>
presumably maxSimultaneous is the cap on how many you can have built on the map
You can do whatever you want by changing the numbers in the comps section to whatever you like
Implementing mod options probably requires a dll file, and I only have the skill to create xml files, so that method isn't an option for me.
Well, you could probably achieve this by opening the xml file for this mod, copying the item corresponding to GFEF, changing the copy's defname to a string of your choice, and then replacing the contents of the comps item with the contents of the generator's comps. This can also be done using the standard Windows Notepad app.
Please turn the area expanded by GFEF into a power plant.
I don't know the solution right now, so I've temporarily set up a recipe that doesn't include the shield generator in the cost.
They're powerful, but come with a cost.
As for power balance, I haven't gotten my hands on a shield generator in my playthrough yet, so I think it's a bit rough. So I'd appreciate any comments on balance
I have confirmed that there are no anticipated problems with this implementation, so I will implement it soon
Thank you
Haha, I know that's a common mistake I make too.
I'm glad it was helpful
Unsubscribing and waiting for the download bar did it, lol. Looks good so far.
Thanks for the help, and the mod, it's a massive improvement over vanilla.
Well, try creating a clean list without all other related mods. After unsubscribing, wait for the download gauge at the bottom of the Steam window to expire, then try subscribing again. If that doesn't work, please come back.
I've unsubscribed and resubscribed to the mod to make sure it was updated, but no joy.