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Rapporter et oversættelsesproblem
LOG! https://gist.github.com/HugsLibRecordKeeper/7a5c6ab83efefc67aa1a588f0568d85c
Some kind of incompatibility with Medieval Overhaul. I didn't test it, as I was trying to narrow down the source of a caravan-related bug with my new Fantasy modpack, and I've just been shotgunning every red error I can find.
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Vanilla Furniture Expanded) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: F:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
[Primitive Core - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/WorkGiverDef[defName="DankPyon_DoBillsStonecut"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
and
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: Z:\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
https://gist.github.com/HugsLibRecordKeeper/f2051a7bb22c2091a23dc10f797033f5
My preference would be for flint to not exist as a material, and just use stone chunks and/or blocks as the required material instead. Uninstalled, sadly.
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
this mod patches the Stonecutter's Spot from MO to be able to build flints, too. But Neolithic Frankenpatch then removes the ability to be able to build stone blocks from the start with your Stonecutting spot, and therefore removes it for MO stonecutting spot, too. I guess it's not even bad for balance reasons, but as the MO spot needs resources to build, the functionality is fitting imho.
Reported this on the Neolithic Frankenpatch's page too
@Profile, thanks for the report, looking into it now.
For this mod: the problem is in "ThingDefs_Buildings\Primitive_Production.xml"
Lines 33-35 (causes error):
<li>
<compClass>CompReportWorkSpeed</compClass>
</li>
Replace with:
<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>WorkTableWorkSpeedFactor</workSpeedStat>
</li>
The research spot/bench in the Primitive Workbenches mod will also have a bad comp entry in PrimitiveBuildings_Production.xml.
In the about folder it is also not written that the mod supports version 1.5, and there is no folder for version 1.5.
Cheers.
You do need the Workbench mod though, if you are also using the Tools mod.
The Storage mod only relies on LWM Deep Storage. Rimsence and Primitive Floors have no required mods.
Yes, I will look into the cribs soon.
Just found the primivite storage mod and discovered the entire primitive series. I'm really interested in its content for a Primitie - Medieval run but I have a question related to that that I couldn't understand. Is this aimed to block the progress into the primitive era or this content can be combined with Medieval Overhaul to have a playthrough full Primitive-Medieval?
It keeps showing up as Barracks instead of Nursery