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https://gist.github.com/HugsLibRecordKeeper/ed535e64daa5a0793a6994d5bd76b4de
The game loads up all fine, but it spits a bunch of recursive research errors in the log. I can generate a world and all that, but the second it goes to generate the map I chose, the game crashes. Removing this mod fixes the problem, so its definitely an issue with something this mod is doing.
Apparently there's still issues with this, in my game I started with walls and doors and then lost them the moment I got research points into construction from the wildmen start.
Fixed in latest version, It's VFE-T that adds Complex Furniture as prerequisite and MO simply _adding_ Simple Furniture as requisite. I did test it with my wip fork of MO, so I didn't catch it
@Milkman
I'll take a look at all this soon
Also the tree layout being messed up is my fault, Oskar's original tree looks much better without my addition (I should also fix that)
Additionally, Medieval Overhaul has always had a problem where the DankPyon version of Carrots (and everything else) drops a DankPyon Seed... but in every iteration of this game I can play, unlocking any relevant research, it seems that Seeds Please only wants to grow crops from the Vanilla Crops Expanded seeds. It doesn't recognize the DankPyon seeds as being valid at all.
Now, I'm not opposed to some crops being still locked off, but the ONLY food crop I can grow despite all the Paleolithic techs related to it being unlocked, is Rice. I'd at least like a *couple* of extra plants, possibly choosing crops so every starting biome has a choice of at least one crop.
The problem is that just putting in more AND NOT operators will work fine if you're running VFET and RR:SS at the same time, but I suspect it'll cause problems for players just using VFET.
<!-- <success>Always</success> -->
<!-- <xpath>Defs/ResearchProjectDef[not(prerequisites) and not(defName="VFET_Fire")]</xpath> -->
<!-- <value> -->
<!-- <prerequisites> -->
<!-- <li>VFET_Culture</li> -->
<!-- </prerequisites> -->
<!-- </value> -->
<!-- </li> -->
I commented this out and it works... kind of. I see what this patch is intended to do but it just doesn't work with Stepping Stones. Obviously not having this patch causes a lot of issues with the Tribalist progression.
Under normal VFE:T it is fine. However, with this mod, the Stepping Stones have been scrambled a bit, and instead of being the first tech, the "Lateral Thinking" and "Organization" techs are the LAST techs in the tree. Organization is necessary to unlock the basic ground sleeping spots. So I need to research everything up to 'Culture' just to get to them.
I specifically remove this mod and the Animal tech tree unfucks itself. This is specifically caused by something in here.
[Medieval Overhaul Tweaks - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ResearchProjectDef[not(prerequisites) and not(defName="VFET_Fire")]"): Failed to find a node with the given xpath
VFECore.PatchOperationToggableSequence: Error
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\Steam\steamapps\workshop\content\294100\2730497766\1.4\Patches\VFE_Tribal_Patches.xml