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Rapporter et oversættelsesproblem






Good to know, I can do that.
I believe this is because most of these buildings inherit from [ BenchBase ], but do not declare [ workTableRoomRole ] and [ workTableNotInRoomRoleFactor ], causing them to be treated as general production buildings.
Therefore, it would be best to give them special <building> values like vanilla stew:
<workTableRoomRole>Kitchen</workTableRoomRole>
<workTableNotInRoomRoleFactor>0.8</workTableNotInRoomRoleFactor>
Or remove their room requirements:
<workTableRoomRole />
Thank you.
No specific patch for Alpha Crafts. I've not tested them together particularly.
Let me know which areas you think might need patches and I can consider it.
It will happen
I'm having a number of issues with Seeds Please and patched plants -- I think the problem is at their end, but I don't think it's being updated currently. I'll see what I can do to work around it -- thanks for bringing it up.
The barley in VPE - More Plants cannot extract seeds.
I guess this is because barley has two products at the same time. Hay, as an additional product, affected the program. Barley seeds exist normally in the game, but barley grains are not on the list of raw materials in the "Extract Seeds" list.
If this problem can be fixed, it will be perfect
Thanks, should be fixed now
Oats from which mod please?
If Vanilla Plants Expanded - More Plants : this is working in my test setup. Please share your modlist and any errors in your debug log.
Turns out this can be fixed with load order. Load CACC after Seeds Please Lite Redux.
I've updated the mod load order to reflect this so the autosort button should handle it.
Long explanation:
I remove the "secondary product" modExtension from VCE Oats so that they drop only oats not oats and flour. Seeds Please swaps the primary and secondary products (so that the oats seeds can be automatically generated from the oats plant product).
Seeds Please does not check that the modExtension still exists before modifying it (not abnormal practice, checking everything before you patch it is more robust but increases load times). Therefore if CACC is loaded first the Seeds Please patch breaks when it finds the modExtension missing.
[SeedsPlease: Lite Redux - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VCE_Oats"]/modExtensions/li[secondaryOutput="VCE_RawOats"]/secondaryOutput"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Vanilla Cooking Expanded): Error in <match>
[End of stack trace]
It would appear I straight up forgot to do that. It should now be compatible!
Being honest, I thought I had. It's entirely possible I just fluffed that, or it's potentially also a compatibility/load order issue.
Can you let me know which plants are affected in your game? I'll take a look.
Updated description with full list. Thanks for nudging me to be less lazy and actually write down what I've done.
Kind of annoying to have them all go to the same place.