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i thought it crashed too, but it turned out it just took a moment to load.
did the game close by itself, or did you click "close" on the "program is not responding" popup?(did you get that popup?) in what way does the game "break"?i didnt come across any bugs as far as i know, i think it should behave as it does for me(at least yet)
im playing with a pretty large modlist aswell, some alien races, deepstorage, pick up and haul and 100+ more. no "desire paths" though.
and if its not incompatible with pick up and haul, giddy up or deepstorage, and even sos2 compatibility was announced (iirc), i cant imagine this mod having lots of incompatibilities(i kind of expect none at all) BUT its probably gonna be a couple weeks until this is rlly useful^^
i think this mod is just a taste of whats to come
I didn't consider it might be calculating since it does the exact same when it happens to crash for other reasons, it just hangs and never un-freezes. I have no idea how long I waited, from the second time on I straight closed it from task manager immediately. I'll try again and give it a few minutes just to make sure it is indeed crashed.
It's good to know this seems to actually be so easily compatible, giddy up is one of the first ones I unloaded. :D
I'll load a working save with a few mods and see how it goes.
[edit]
Indeed it worked, it takes some time but it does work. I suppose my expectations were set too low.
I'll play around a bit and see how many of my mods I can safely add, then post my own list then.
This also explains why I wasn't reading as many "compatiblity requests" as I thought I would. :D
Thanks for the answer nonetheless, it was pretty silly of me to not think about it before writing here. :D
I don't think I will test the mod further, so I'm gonna wait a bit and delete the thread, possibly tomorrow.
[edit]
Since others are making this thread useful and I wanted to delete it to remove clutter, I'll just leave it here instead.
other then that hear's what else seems be odd to me but i cant say if its normal as i haven't played purely with this mod and nothing else.
as well as i can not send caravans to the underground level i made or hold prisoners down there ( dragged dead immortal from immortal mod down there and beat him up till he downed when revived but only when the only prison bed in that level in his room was changed to colonist would he be dragged to the standard map floor above to be imprisoned.) other then that seems like resource transfer sorta works sometimes from lower to upper level but not really from above to below. (couple raids, 0 underground besides a couple running down the ladder, but taking while with 8 or less skill miners haven't encountered anything yet.
so far overall working decently with my mods though
Otherwise I have been having problems with pawns idling on the wrong level when they have work to do elsewhere that I can't for sure blame on another mod or vanilla behaviour, as well as an issue where a quest reward for royalty did not arrive despite completing the quest. Can anyone else confirm these?
Mods I'm running in order:
harmony, Hugslib, humanoid alien races 2.0, andriod tiers, infinite turrets, cleaning area, pawn rules, archotechexpanded, wall light, brr and phew, smart speed, utility columns, vanilla furniture expanded, dubs bad hygiene, efficient utilities, plant growing wall ligjt, better spike traps, vault, simply more floors, tilled soil, mad skills, minify everything, simple sidearms, [ling]cooler, dontblockdoormod, power logic, where is my weapon?, misc training, better vanilla masking, ogre stack, trading spot, everybody gets one, rim fridge, replace stuff, vegetable garden, vegetable garden drinks/gourmet/medicine/resources, edbprepare carefully, embrasures, epoe, designator shapes, complex jobs, research pal, pick up and haul, p-music, just ignore me passing, dynamic population, run and gun, recipe icons, rim writer, quality builder, ugh you got me, hospitality, work tab, stabilize, z-levels, psychology, while youre up, bad can be good, more furniture, bulk stone cutting, carry capacity fixed, compact hediffs, metal dont burn, automatic night owl, heat map, filth vanished with rain and time, rpg style inventory, save our ship 2 (havent tested), mend and recycle, quarry (havent tested), skilled stonecutting, path avoid, and more sculptures
Edit: OH also, raids seem to be calculated solely on what I have above ground, which is next to nothing, so I have yet to experience a single raid with more than a single raider on randy "strive to survive"
https://steamproxy.net/sharedfiles/filedetails/?id=836308268
you have the issue of being unable to transfer pipes between levels.
Works now for me. Pipes of the other level are visible in building mode and every pipe that has the same coordinates autoconects with a dot symbol.
P.S.: Seems to only function upwards. So the waterworks have to be on the lowest connected level. Not sure if intended. But would make some sense. And not realy a big problem if known.
Guest use ladders in some cases, but then they are trapped and do not find back to the main level. So they can never leave. (Hotel California ;-) )
Current workaround: Only build hospitality related stuff on the main level and secure ladders with doors that guests are not allowed to pass.