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I will add it and credit you
3 sisters
-Corrected Coding for for Peach Bean tree
-Updated Red lentils to be meat in 1.4
Another question: is bean to be considered a "meaty" protein? If that is the case, it seems it is not. Perhaps because inconsistencies with Vegetable Garden? To be honest, This specific question I haven't investigated.
I have found no bugs in the day of testing I have done.
Errors may happen as other mods are updated. And features for new version ie.. new coding may not be there as the coding changes can be missed.
Please let me know if you find core coding that needs updating in my mod and I'll put it in!
From my experience I can tell you that 2 mods have stuck out as problematic, the Vampires mod just adds so many varied problems that I removed it (so many errors and the pathfinding/feeding AI was battling me so much) and the Wiki(continued) mod over doubled my startup loading time no matter where I put in the load order.
As an engineer who fault finds for a living that is pretty much my go to (we call it half and quartering) although I tend to focus on specific areas based on the load order guide first (race/animal mods almost at the end, android/medical mods close to the start, frameworks/world gen at the start, etc).
I haven't used the RimPy autosort feature because I've curated the order heavily already, probably should have done it first but I found it after I started using a guide.
thats how i was doing testing for the RimThreaded mod back in 1.2 and earlier. :)
https://steamproxy.net/sharedfiles/filedetails/?id=2376405773
basically, you halve your modlist, and test what wasnt working,
and if the problem is still there, you halve that modlist again and retest..etc.
(within 8 tests you will have the working set of mods, and the 10 or so mods that were conflicting)
if during the 1st test, you find that it starts working, then the problem lies with the 50% that you removed, in which case its a case of the reverse, where you can simply add back in, 20 mods, and retest, etc, until you find the last 10 or so mods that now are conflicting.
then its just a case of reviewing what types of mods those 10 (which had straw that broke the camels back) and can either spot which one it's likely to be, or you then do another few test runs adding in 1 or 2 at a time to see which one caused the conflict.
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch8 (Verse.Pawn)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch2 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
at (wrapper dynamic-method) RimWorld.JobDriver_PlantWork+<>c__DisplayClass9_0.RimWorld.JobDriver_PlantWork+c__DisplayClass9_0.<MakeNewToils>b__1_Patch0(RimWorld.JobDriver_PlantWork/<>c__DisplayClass9_0)
at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method)
at (wrapper dynamic-method) Verse.GenPlace.Verse.GenPlace.TryPlaceDirect_Patch2(Verse.Thing,Verse.IntVec3,Verse.Rot4,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>)
at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, Verse.IntVec3 center, Verse.Map map, Verse.ThingPlaceMode mode, Verse.Thing& lastResultingThing, System.Action`2[T1,T2] placedAction, System.Predicate`1[T] nearPlaceValidator, Verse.Rot4 rot) [0x00068] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, Verse.IntVec3 center, Verse.Map map,
Exception in JobDriver tick for pawn Cockroachslayer driver=JobDriver_PlantHarvest (toilIndex=5) driver.job=(Harvest (Job_587885) A=Thing_PlantThreeSistersD93195)
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.ThingMaker.Verse.ThingMaker.MakeThing_Patch2(Verse.ThingDef,Verse.ThingDef)
at ThreeSisters.ItemSpawner.SpawnRandomQuantity (Verse.ThingDef tDef, System.Int32 minToSpawn, System.Int32 maxToSpawn, Verse.Map map) [0x00017] in <9f18397365e54f0ebad990465ec2038a>:0
at ThreeSisters.SistersAItemSpawner4.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x0002b] in <9f18397365e54f0ebad990465ec2038a>:0
at (wrapper dynamic-method)
Can you provide the error the game throws when you harvest
(you could also try a backup save with removing special mods like rocket man as a test too)
he had planted carrots)
"<defName"
it should find a lot of defs. (for example my rimside recycling mod shows 357 results when i search locally, which sounds about right since i add currently about 300 new items, recipes, building and tech - with more on the way lol) - that being said, i dont think a mod having a lot of defs will slow the game down or loading etc, when i did a load test on my mod it only added maybe 1 second per 100 defs :)
(you beat me my 1.2 game was just under 500mods) :)
If you have a mod that effects harvesting or yields it will break this mod.