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Messages - Hecter94

#1
Quote from: VentroHawk on August 01, 2017, 04:44:34 AM
Hello, love the mods. Just came to inform you that the kitchen cupboards only work with the fueled stove, and not the electric one.

Hey, I ran into this issue too but managed to get it fixed.

All I did was edit "ExpandedCropsPatches.xml" at "SteamApps\workshop\content\294100\727124440\Patches\"
to include the following code at the very bottom of the file, directly above the closing </Patch>

    <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationTest">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
      </li>
      <li Class="PatchOperationAdd">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
        <value>
            <li>TCupboard</li>
        </value>
      </li>
    </operations>
  </Operation>
 
  <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationTest">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
        <success>Invert</success>
      </li>
      <li Class="PatchOperationAdd">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps</xpath>
        <value>
        <li Class="CompProperties_AffectedByFacilities">
          <linkableFacilities>
            <li>TCupboard</li>
          </linkableFacilities>
        </li>
        </value>
      </li>
    </operations>
  </Operation>



I don't know if that's the correct way to fix it but it worked for me.
#2
This isn't exactly what you asked for, but you might want to check out Skullywags Roof Bomb.
It's a build-able explosive which can be remotely detonated to remove all roofs around it in a 3x3 square.
Somewhat expensive and dangerous to use but works on thick roofs.
#3
Hey all, been playing for a while but my first post here. :P
I see this thread hasn't had a ton of activity but was hoping someone could perhaps answer a question of mine.

I recently started using the mod Ocean Biome Ecosystem by bigmap, (Very neat little mod by the way, I heartily recommend) and was hoping to use the Fish Industry mod alongside it, as farming on an island is impossible early-game and an island-community sustaining themselves on fishing only makes sense.

Unfortunately the water in the mod is "Seawater" which is technically not "Water" and isn't a valid placement location for the fishing pier. :(
I checked the debug action menu but didn't see any way of manually editing the tile-type and also didn't see any way to add to the list of allowed tiles in the building def.

Is there a way to edit the list of allowed tiles or will I simply have to beg someone for a patch to get these two mods that were clearly meant for each other living harmoniously together?

Thanks in advance!

ps. I also love your Caveworld Flora mod! Awesome work with that.