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https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2559712178
Hope it helps anyone!
The thing is, for some reason, we're patching the same thing. The way I made my patch is for mods to be able to overwrite it or work together with mine. However, in the case it does overwrite, the whole mod will just collapse. Which most likely the one causing the error. I made it that way so that it's compatible with mods that has the same patch. But for mods that simply overwrites, such as RtR, I'm at wits end. In other terms, the two mods are fighting for a singular position in the patching, and the winner will always be RtR.
Now, I'm sure RtR has a reason why it has a very strict patch. There are certain areas in the base code that's simply too problematic to change. You may fix one thing only to end up with with more problems.
I'd suggest you look into RIMMSqol. That mod might have already done what this mod does and have found a way to make it compatible.
I'm sorry but that's all the help I can give.
I still haven't found any solution. Due to how Raise the Roof is patched, I'm quite locked in the situation.
-Added 1.2 in supported versions.
Alls well that ends well I guess.
Did an error appear? It's highly (very) unlikely to break any mods that does not have any relations with the change it does. If an error did appear, please send the log so I can see the problem.
A shame, several mods I have add stuff I'll never use but just add bloat. Also on the main game menu several graphics were glitching out (using Rimthemes) and disappearing.
Can this mod be added mid-game? That was my situation when I added it.
Are you still getting a reference exception from the log? If you are, that's likely the reason why. Try and open the mod settings of Gizmo Begone! and press [Unhide all] before closing and restarting the game. If the exception stops occuring, that should fix it.
The reason why the textures or other functions won't load: is because once an exception occurs, any other programs that follows will not be reached. A full stop will happen.
Hopefully this should fix it, if ever it doesn't, do report back.
Have you been using the mod before the update? I'll check on my side and see what I can do.
While Bionic Icons was loaded 1 above, the Bionic Icons graphics were used.
This affects many, but not all, mods that I had on my list. I can hand you logs on request, but I imagine this should be replicable with a variety of lists.
>Head over to your Rimworld save folder and find the Config folder. By default, the file location would be C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld.
>Find and open the XML file that has the name ThingBegone on the end of it. (You can open XML files with any text editor)
>There should be an XML tag named <hidenThings> that contains all the defNames of the ones you've hidden. Select it from the beginning to end tag of </hidenThings> and copy. Close it afterwards.
>Startup Rimworld and then open and close the Gizmo Begone settings.
>Close Rimworld and open the ThingBegone XML file. It should refresh the XML file. You'll know when a <hiddenTerrain> tag pops up.
>The <hiddenThings> should be empty due to the restart. That's where replace it the old one.
>Everything should be transfered at that point and you can check by going back to the Gizmo Begone! settings.
Opt. 1: RESTART
>On opening Rimworld, an error would occur, ignore that. Instead, open the mod settings of Gizmo Begone! and press [Unhide all] before closing and restarting the game.
-Fixed [Hide all] and [Unhide all] which was apparently does not save.
-Added TerrainDef buttons, making floors hideable now.
@Dreamyr
I'll get it done in a day or two.
The change goes on to other saves, scenario C is possible; it is not per save basis. Though that does sound like a neat idea, I'll see if there's a possibility to do that.
As for expanding, I'll leave this mod as only a Gizmo hider. Hider for bills and other things will fall onto another mod (a hider mod for all). I wanna keep this one simple.
Is this on a per save basis? Like, I have one save that my playthrough will never use gizmo A, but another save that uses gizmo B on the regular... I also have a gizmo C that I hate but the other 20 gizmos from that MOD rock, so i'd like to remove it from ALL play.
Finally, thoughts on expanding? Per my last scenario, I am rocking like 350 mods, and all of them are "add 1 feature I like, 20 I don't", so curious if this might eventually go into removing...bills from menus?
It hides the building's button in architect tab. Let's say the hopper, if you don't need it, you can disable it from appearing in architect tab. However, if the building is part of world generation, it would still spawn.
It was far below. I'll give it another shot tomorrow. Thanks for the answer!
I'm using RIMSqol to alter various stuff, but not the visibility of buildings.
It will only hide the button in Architect tab that allows you to build it. If it's part of world generation, it will still spawn. Sorry for any confusion.
Sadly, it simply hides. Deleting is out of my capabilities.
Thanks