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Author Topic: [A16-B18] BaconBits' Mods ~ Updated to B18 ~11/30/17  (Read 117518 times)

Huntakilla

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Re: [A15] BaconBits' Minor Mods ~ New Mods ~ (09/08/16)
« Reply #15 on: September 08, 2016, 01:10:44 PM »

These mods look fantastic! wall torch/light, fireplace, barn? Why hasn't no one thought of these before?!
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kaptain_kavern

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Re: [A15] BaconBits' Minor Mods ~ New Mods ~ (09/08/16)
« Reply #16 on: September 08, 2016, 01:33:59 PM »

These mods look fantastic! wall torch/light, fireplace, barn? Why hasn't no one thought of these before?!
That's exactly what I keep saying to him :p

Serenity

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Re: [A15] BaconBits' Minor Mods ~ New Mods ~ (09/08/16)
« Reply #17 on: September 08, 2016, 01:54:13 PM »

How about replacing the flame of the electric torch with a small light bulb?
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BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Mods ~ (09/08/16)
« Reply #18 on: September 08, 2016, 02:37:12 PM »

@Serenity:  My concern is that it would be too similar to the wall light in the Additional Lighting Mod. But, I can play around with it.

BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Mods ~ (09/08/16)
« Reply #19 on: September 08, 2016, 07:00:25 PM »

New Mod  :P

BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New ~ Cobblestone Floors (09/08/16)
« Reply #20 on: September 09, 2016, 12:33:17 PM »

Fireplace Updated.

Serenity

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #21 on: September 09, 2016, 08:55:40 PM »

Getting this error with the Pack Muffalo:
Quote
XML Error: could not find Parent Node named "AnimalBase" for node "PawnKindDef". Full node: <PawnKindDef Name = PackMuffllo"

:(

And with the Fireplace I now get something about "Could not resolve cross-reference to Verse.ThingDef named Bamboo"
At least it happens just as I load that mod. And when I remove and restart the game the error is gone. Earlier it worked, but I just switched as many mods as I could to Steam. But I'm not sure if I had the latest Fireplace version before.
« Last Edit: September 09, 2016, 09:12:11 PM by Serenity »
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kaptain_kavern

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #22 on: September 09, 2016, 09:10:17 PM »

This problem I know. Just change "AnimalBase" to "AnimalKindBase" in the code.

"AnimalBase" was in prior versions (A13?A14?) IIRC



I'm currently working on modded animals  ;)
« Last Edit: September 09, 2016, 09:11:55 PM by kaptain_kavern »
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BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #23 on: September 09, 2016, 11:28:13 PM »

@Serenity: Thanks, I'll get on them both.

BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #24 on: September 09, 2016, 11:41:58 PM »

Both are fixed and the links are updated.  ;)

CardiacKid

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #25 on: September 11, 2016, 05:37:07 AM »

Hey BaconBits,

Love the mods, thanks for creating!

I am having a bit of an issue tho with your Barn Stall and Animal Feed Trough mods. Both are throwing the same error upon game startup about the target version. Screenshot of the debug log is attached.

Thank-you!

[attachment deleted by admin - too old]
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BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #26 on: September 11, 2016, 09:58:10 PM »

Glad you like 'em. Version should be fixed now, links are updated.  ;)

CardiacKid

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #27 on: September 12, 2016, 06:41:08 PM »

Glad you like 'em. Version should be fixed now, links are updated.  ;)

Thank you very much!
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Arnold Rimmer

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #28 on: September 12, 2016, 07:32:11 PM »

BaconBits, Are you aware of a possible BEP (Bug/Exploit/Problem) with the fireplaces regarding their
"consumption" of wood? I just noticed that a fireplace i built, but did NOT fill with wood
heats as good as the one next door which i DID fill with wood after construction.
I closed the room with the "broken" fireplace and am now waiting out the 7 days period
to see, if it isn't just burning from some wood that was "put in" as it was constructed.
(the small window says "Fuel:0/50" but maybe there's some hidden stuff?)

The chance for an exploit is not really THAT big, since you cannot forbid colonists to refuel it.
But to me, that's still not how it should work in a simulation :)
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BaconBits

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Re: [A15] BaconBits' Minor Mods ~ New Update (09/09/16)
« Reply #29 on: September 12, 2016, 08:30:39 PM »

@Arnold Rimmer: Thanks for the feedback, I'll take look at it.
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