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Author Topic: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)  (Read 1265319 times)

hauvega

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Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« Reply #1725 on: April 27, 2019, 10:38:40 AM »

With my custom crown types within one alien race,  I get this warning from PC: Prepare Carefully could not find a head type for the graphic path: Equium/Heads/Male_Average_BlankHead for the pawn: Alien_Equium. Head type selection disabled for this pawn
 If I can solve this problem then PC works otherwise broken.
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  BoJack Horseman is here.
Work on mod
Break mod
Fix Mod
Break mod again

Tocato

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Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« Reply #1726 on: April 27, 2019, 11:30:21 PM »

Basicly yes, i allways could create my custom alien pawn's with EdB PC.
But that don't mean it can work with all races, maybe you use a race that isn't proper defined.

Just deactivate that race and try if you can create a new colony.
When it work, then the race don't work with Edb PC and you should report it to the author of the race.
But when it still don't work, some other mod  cause it.
hmmmm i think i got the problem. core/fluffys mod manager/edb/humanoid alien races/facial stuff. It seems its actually the latter that isnt playing well....even after adding the recommended alien faces patch in its front page. Its strange though, I can run a game with edb and facial stuff, or edb and humanoid alien framework,but not all 3 together.

Hmmm interesting response from edb last month. Looks like the problem also includes Psychology. Jeez all 4 of my essential mods xD

" Both the Facial Stuff and Psychology mods coded their integration with Prepare Carefully in a way that ties them to a specific version. If I ever release a new version, those mod authors have to recompile their mods against that new version, even if I didn't make any changes to the parts of Prepare Carefully with which they are integrating. There are other ways to code it on their end to avoid that problem (using a technique called "reflection", which admittedly is a kind of an annoying way to have to code it), but that's not the way it's done now.

ive looked at flipping the integration so that Prepare Carefully is integrating with them instead of the other way around, but to do that, I have to copy code that belongs to their mods into Prepare Carefully. If I do that, I would have to maintain that code moving forward. If they change something on their end, I have to do updates on my end--it flips the problem, and I don't know if I want to take ownership of that. If those mods really are no longer being developed, maybe that ends up not being a real problem. Let me consider it."
« Last Edit: April 28, 2019, 02:03:33 AM by Tocato »
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tsmt1001

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Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« Reply #1727 on: May 05, 2019, 04:34:54 PM »

How does Prepare Carefully work with RunTime GC? Are World Pawns deemed as unnecessary and wiped out when you run the clean-up?
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Canute

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Re: [B19] EdB Prepare Carefully - v0.19.9 (1 Sep 2018)
« Reply #1728 on: May 06, 2019, 02:14:38 AM »

This mod only work's on the colony generation.
Basicly after you started your colony you could deactivate it.
While RunTimeGC only works during gameplay. Mosttimes it delete dead world pawns you have no chance to rescurect anyway.
So there is no point of interaction between these mods so far i see.
When you got problems with RunTimeGC that it delete important pawns, you should maybe mention this to that mod author.

« Last Edit: May 06, 2019, 02:33:26 AM by Canute »
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