安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Speaking of fish, I thought it was there... Will do.
May i suggest a few other things? Like, it would be nice if we also had a nasty leather category; yes, i know there is another mod that does that, but it is not configurable like your nasty meat category is...
And speaking of nasty meat, any chance of adding fish to that?
Thank you for the great work!
my own patch works for Alfalfa Hay, but weirdly not the other two, even though the code is identical... a little bit stumped, hopefully you have more luck with it
I can make a compatibility patch if you list theese new Hay types.
Thanks.
If "add new category for canned food" is correct, canned food from Vanilla Cooking Expanded is double counted as an igredient on the resource readout when using categorized mode.
Yes. Currently I don't know the solution to fix this yet. If it's critical to you, you may unckeck this setting any time.
if it not checked, canned food shows shows up as both a meal and an ingredient in the readout.
This works as intended by VCE mod - canned foods are both meals and raw ingredients.
The problem is that my mod sorts canned foods to two categories that are both in one high level category displayed at resource readout - Raw food. That's why they are counted twice in it.
Originally canned foods are in two different high level categories - Raw food and Meals. And that's why they are counted separately.
Otherwise, if it not checked, canned food shows shows up as both a meal and an ingredient in the readout.
I've tested this by launching a dev mode game with only this mod, Vanilla Cooking Expanded, and the prereqs loaded.
It's hard to understand, what is causing this issue from the log. But I've made some minor adjusments in my code so that it will be more compatible with other mods editing drug policies.
If the error persists, consider narrowing your mod list until you find the conflicting mod.
fixed, please check
thank you so much for making this mod
i have way to mendy races there vanilla tab is so bad
Thanks for your report, I fixed this issue.
https://gist.github.com/HugsLibRecordKeeper/31027de5fb36e8dbc9d480c92df3b90e
hope you can find what is bugging me, and thanks for your hard work.
Note, i am still on 1.5, since other mods in my usual modlist are not updated yet, and i have all DLCs except Odyssey (obviously).
thank you for the quick answer, i am pretty sure it is a mod conflict somehow, but it'll take me time to test that out as i have currently 965 mods active. I will let you know my findings once i find the issue. I THINK it may be one of the bigger tweak mods, like Niilo's QoL (not saying it is that one though), as those are the only ones i think i added and touch the UI / XML settings.
Anyway thanks for your efforts.
I can't reproduce your issue. Please, follow troubleshooting steps from description.
If i try to access the settings via XML Extensions i am getting the same black screen with debug option, however no close button, and i can't return to XML Extensions mod list at all. I can only click the X on the top right corner.
If this is a mod conflict it is a very odd one, as i am sure last week i was able to change this mod's settings via XML Extensions mod options as well as the normal non XML options...
So at the moment i can only change settings via editing the config folder XML file
So I created a mod " zh.Davai's Sorted Categories
" that adds a Chinese translation for your mod and published it on the workshop. Thank you!
@Rogue
Fixed both issues. EBSG is a big mod so please let me know if there are still compatibility issues.
@Rogue
Thanks for your detailed reports. A'll look what i can do
EBSG adds the drug reliance genes (example: "Alcohol reliance"). With just EBSG, if I give a pawn "Alcohol reliance" and then have them drink beer, the health tab updates to say "Last ingested alcohol 0 seconds ago".
If I add Davai's Sorted Categories, then this timer stops updating the consuming beer does not update the timer. This results in pawns endlessly consuming the corresponding chemical under they overdose.
"Alcohol dependency" (the normal one from Biotech) works as expected even with this mod. So the implementation of "reliance" in EBSG must somehow break in combination with this mod.
No obvious warnings or errors related to this, but here is the logs: https://gist.github.com/HugsLibRecordKeeper/fd117fde99935f859e107071f42081c4
If anyone has any ideas on the issue, please let me know.
XmlExtensions.OptionalPatchExternal(field='MoveCaveMossToAnimalFoodCategory'): Error in <caseTrue> in the operation at position=1
XmlExtensions.OptionalPatchExternal(field='CreateAnimalFoodCategory'): Error in <caseTrue> in the operation at position=1
I'm playing without any DLC on 1.5. It appears that plant was created only for Ideology DLC (it is found in 1.5/Mods/Ideology/Defs/ThingDefs_Items/Items_Resource_RawPlant_Tunneller.xml .
Finally made so that drugs can be not duplicated in Drugs category with "Separate drugs by categories" feature. Thanks to Harmony.
Please report any issues with drugs here.
I've notice a small issue, i'm not sure whether it is been reported.
If `Cooking and Brewing : Remove alcoholic drinks from Drugs category` and `Cooking and Brewing : Remove non-alcoholic drinks from Drugs category` are both unchecked, while `Other : Seperate drugs by cateogries` is checked, then most of drinks will be removed from `Simple spirites` and `Luxury spirites` categories.
Under this circumstances, it is impossible to filter ingredients for making cocktails. Those recipes seems binding to `Simple spirites` and `Luxury spirites` categories.
Throughout my tests, I think those configs mentioned above should be checked all together to avoid confusion.
can you make an option to keep the duplication of drugs and drinks/alcohol or something (at least the categories used by Vanilla brewing expanded's cocktails so any mod with compatibility won't be scuffed here), or maybe an option just leave the related categories to cocktails untouched.
Thanks, it was a minor issue, but a fix is always welcome.
Fixed this
Fine Rum and Suspicious Rum, both from Alpha Memes.
They are in the Sera category, where things end in the letters "rum", which is kinda funny.
Please provide more details. What kind of rum beverages are they and which mod they are from? How have you configured the relevant settings?
Just a small detail I noticed.