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I just had to restart and take the mod away.
The only other solution was to plantcut the entire zone before building.
Just trying to give some feedback, i ended up installing 2 other mods just to replant the gau-trees and the anima. Those were my main concerns.
Thank you for the love in the mod. Ill take a look on it later on to see if things evolved.
That could solve the issue of the massive hardcore item creating while you are building.
Thanks for the mod tho ! :)
https://steamproxy.net/sharedfiles/filedetails/?id=2586765823
I have the greatest respect for your modding skills, as they are far superior to mine.
I am starting to see the 'bug' part of the rather mixed blessing that is the issue with Replace Stuff. The part where it automatically extracts plants and trees under blueprints is great. The part where it treats all extracted plants like trees for the purpose of tree-loving colonists getting unhappy, not so great. The sheer volume of plants to replant makes it pretty impossible to get them all replanted in time. :O
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
[Extract Any Plant] Patch operation Verse.PatchOperationSequence(count=10, lastFailedOperation=Verse.PatchOperationFindMod(Royalty)) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\2833838214\1.4\Patches\ExtractAnyPlant.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.PatchOperationSequence:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
... (stupid character limits.)
Incompatible with Replace Stuff. If you build over plants colonists will not cut plants, but extract them."
I'm currently doing a run with the "Tree Connection" ideology which makes trees desired, and gives me a worsening debuff for cutting any trees.
So having the option to extract instead of cut would be great for QoL.
Though it sounds like its more something I should be asking the devs of replace stuff for?
Thanks for the quick answer btw
I didn't get your question about the conflict with Replace Stuff. What do you mean keep it as an option? I've looked into it and I don't think I can fix it myself if that's what you're talking about.
If so can you keep the known conflict with replace stuff as an option please?
or do you know of another mod that does that?
would work very well for trees desired ideology