Help needed gettingmods to work in Alpha 11

Started by ChipAgg, June 14, 2015, 04:53:35 AM

Previous topic - Next topic

ChipAgg

I have a 100% clean install and so far the ONLY A11 mods I can get to work are the Mod order and prepare carefully mods.

All the other A11 compatible mods do not want to work correctly.  No research options show up if they unlock that way, and even mods without research requirements do not show their recipies on a new world, new colony at the start.

Example: (advanced lighting)
   <ResearchProjectDef>
      <defName>Advanced_Lighting</defName>
      <label>Advanced Lighting</label>
      <description>Allows you to build lamps with energy efficient bulbs. They also include a lamp shade which adds a little beauty to the room.</description>
      <totalCost>250</totalCost>
   </ResearchProjectDef>

this does not add the option to research this at the start.

all mods are loaded after vanilla CORE mod.

Its getting very frustrating, any help resolving this issue would be apreciated.

skullywag

Make sure your mods have the structure:

mods/modname/about/about.xml

and not mods/modname/modname/about/about.xml
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

ChipAgg

#2
Well spotted! They changed how they were archiving them and I didn't notice before extraction!

Working through each mod now and testing each one.  I'll see how I get on.

All fixed.  Thankyou, skullywag.

Only mod that was incompatible was in fact the Advanced lighting.  Activating it crashed the main UI completely.  I did find an error in Embrasures 33, 6 with the blueprint_Atlas pat but trying a few tweaks and seeing if its functional.