This is because the wind turbine uses an attribute called an updateCounter, which is used to determine whether or not the wind is blocked. When I reinstall my wind turbines, they still get blocked by things that were in the turbine's old location! If you're worried about it, you can just avoid uninstalling those two buildings, and if you're really worried about it, you can go into the mod files and delete the file entitled "UninstallBuggyPowerPatches.xml". That said, as best as I can tell, these errors don't actually seem to do anything aside from opening the debug console, and since you can tell the debug console not to open automatically, I decided to just leave it in. As far as I can tell, it's because of their unique power plant types, but I don't know how to make the errors in question stop happening. Yes, that happens when trying to uninstall the solar and watermill generators. I'm getting error messages when I try to uninstall things! Though, do let me know if you find a compatability issue. As far as compatability issues go, this mod is minimalistic enough that you likely won't have any unless you've got another mod that makes things uninstallable. There aren't any requirements (aside from Rimworld's core game, obviously). It should be at least.Īre there any requirements or compatability issues? At least not without automating the process, but that comes with its own problems and also I don't know how to do that. Obviously, I can't make things uninstallable when I don't know what they are or if they'll be in your game. Someone smarter than me could probably find a way to do it, but not me. You need to select a building before you can uninstall it, so obviously doing so with these types of buildings just isn't an option. Unsellectable Structures (floors, bridges, and roofs) Besides, letting you uninstall crashed ships would be, like, really cheaty. Exotic Buildings (ship chucks, poison and psychic ships)īasically has the same problems as the natural buildings. Besides, how reasonable is it really to pick up a mountain or a steam geyser and move it somewhere else? Since these building types are never meant to be placed by the player, they lack several of the key attributes that make doing so possible, and I'm just a bit too dumb to know how to add those in. Natural Buildings (trees, rocks, geysers, etc.) How do you pick that up and move it? Besides, graves have no resource cost, so there's basically no difference between expending work to deconstruct and reconstruct it and expending work to uninstall and reinstall it. I was getting to it anyways.īecause when you can place and remove them without any resource cost or work done, why would you want an option to have a colonist strip it off the floor and move it somewhere else? Well, it would probably be easier to list off what buildings you can't uninstall. Later on when you start making your own guns, and what not you want every companet you can get so proteck anythign that costs them to avoid expenses you didn't plan for like kitchen being set on fire burnign up the stove, and I wierd put sewing machine in same room since I build it near the stock pile and I got make the room a decen size anyways so I do butcher table, stove, then sewing machine, and stone cutter on the other side of the room, and slap down some toolbox things that workin on eveyr thing but the stove.With this mod, you can uninstall nearly every type of building in Rimworld to freely move them about. The base rooms are not to horrible to be wood for a bit but I woudl have dirt floor then wood in any area with things that need compenets. Also I recomend covering wires in stone walsl whe you can as they can pop any where and they soak it up like a sponge for you bit harder to do with outdoor lines so I try make those as short as I can and use non flamable floor like stone around them so say one pops it won't set my farms on fire. That way if a zzt goes off nothing is lighting up but the other stuff near what goes. its -1 beuty for concrete floors uses one metal but fire proof flooring. I recomend upgrading that area to stone asap or use concrete.
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