Jann5s Posted January 1, 2021 Share Posted January 1, 2021 Isn't there some way to add a poll to the first post here? Link to comment Share on other sites More sharing options...
Yunru Posted January 4, 2021 Share Posted January 4, 2021 I don't know how I forgot (that's a lie, I do, it's because I haven't been playing much), but the mod that unassigns beds after a dupe sleeps in it was a lifesaver when it came to hotbunking your shifts. Now I have to either build redundant beds, or manually unassign each one after use. Link to comment Share on other sites More sharing options...
user32167 Posted January 4, 2021 Share Posted January 4, 2021 Blueprints. A silverlining is that I actually was able to quickly create previous designs from memory. Link to comment Share on other sites More sharing options...
Nedix Posted January 5, 2021 Author Share Posted January 5, 2021 @Yunru and @user32167 could you please cast your votes in the poll I've created for this? Mods poll Link to comment Share on other sites More sharing options...
Yunru Posted January 6, 2021 Share Posted January 6, 2021 Alas, I cannot for I already have. Link to comment Share on other sites More sharing options...
TripleM999 Posted January 15, 2021 Share Posted January 15, 2021 Many basic mods work now with DLC, when you have them in %USERPROFILE%\Documents\Klei\OxygenNotIncluded\mods\local\modname and manually add a basic mod_info.yaml into the mod-folder. supportedContent: ALL lastWorkingBuild: 0 mods, which seem to work for me with this: Pliers Blueprints BetterLogicOverlay GeyserCalculatedAvgOutputTooltip ShowRange Link to comment Share on other sites More sharing options...
TripleM999 Posted January 15, 2021 Share Posted January 15, 2021 hmm... there seems to be a problem with saving though: MissingMethodException: void Database.ColonyAchievementRequirement.Serialize(System.IO.BinaryWriter) (wrapper dynamic-method) ColonyAchievementStatus.Serialize_Patch1(object,System.IO.BinaryWriter) ColonyAchievementTracker.Serialize (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/ColonyAchievements/ColonyAchievementTracker.cs:292) SaveLoadRoot.SaveWithoutTransform (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:197) SaveLoadRoot.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:151) SaveManager.Write (Tag key, System.Collections.Generic.List`1[T] value, System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:237) SaveManager.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:175) SaveLoader.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:256) SaveLoader.Save (System.String filename, System.Boolean isAutoSave, System.Boolean updateSavePointer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:856) Game+<DelayedSave>d__193.MoveNext () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:2104) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17) EDIT: Seems to be a personal problem on my side... other confirmed, that this method works. Link to comment Share on other sites More sharing options...
chemie Posted January 15, 2021 Share Posted January 15, 2021 I believe @Cairath is still around and would update his large library of great mods at some point.... Link to comment Share on other sites More sharing options...
Rocoto Posted January 15, 2021 Share Posted January 15, 2021 2 hours ago, TripleM999 said: hmm... there seems to be a problem with saving though: [...] EDIT: Seems to be a personal problem on my side... other confirmed, that this method works. Maybe it makes a difference, whether you had the mod enabled when you started a colony or loaded a pre-mod save? Might be worth testing. Link to comment Share on other sites More sharing options...
TripleM999 Posted January 15, 2021 Share Posted January 15, 2021 2 hours ago, TripleM999 said: hmm... there seems to be a problem with saving though: MissingMethodException: void Database.ColonyAchievementRequirement.Serialize(System.IO.BinaryWriter) (wrapper dynamic-method) ColonyAchievementStatus.Serialize_Patch1(object,System.IO.BinaryWriter) ColonyAchievementTracker.Serialize (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/ColonyAchievements/ColonyAchievementTracker.cs:292) SaveLoadRoot.SaveWithoutTransform (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:197) SaveLoadRoot.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:151) SaveManager.Write (Tag key, System.Collections.Generic.List`1[T] value, System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:237) SaveManager.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:175) SaveLoader.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:256) SaveLoader.Save (System.String filename, System.Boolean isAutoSave, System.Boolean updateSavePointer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:856) Game+<DelayedSave>d__193.MoveNext () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:2104) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17) EDIT: Seems to be a personal problem on my side... other confirmed, that this method works. All the mods, i used, have a dependency on PLib form Peter Han (aka Stephen on Steam). I had a little conversation with Peter Han, if one adds a mod, with a current version of PLib implemented, all other mods depending on it, will use the current version too. Then the mentioned mods will work indeed without any crash on save. I used the mod updater as dependency solver for this: https://steamcommunity.com/sharedfiles/filedetails/?id=2018291283 and now it seems to work, as intended. This is not recommended for everyday usage though, especially force loading of outdated mods, so use at your own risk. Link to comment Share on other sites More sharing options...
JoelleEmmily Posted January 17, 2021 Share Posted January 17, 2021 Anything that saves on faff... Can't live without --------------------- Build Over Plants Deconstructable POI Props Hate not having -------------------- High Flow Storage Really nice additions ------------------------- Advanced Electrolyzer Wall Pumps and Vents Piped output Link to comment Share on other sites More sharing options...
des06des Posted January 29, 2021 Share Posted January 29, 2021 I've downloaded Bigger Zoom Out from GitHub and copied the file mod_info.yaml of one mod working for the DLC, and no problem at all. Now I have Bigger Zoom Out on DLC running, i think this can work on other simpler mods like this one. Link to comment Share on other sites More sharing options...
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