Ah, one of those mods was missing its PublishedFileId.txt file.
Attempting to add some weapon mods and finalizing…
I had a solid run scuffed due to the Warped Obelisk the other day. I really like the Anomaly events because they usually do a good job of not being another raid and making you think a bit. The Warped Obelisk is the one I just can’t quite figure out though. Usually my go-to strategy when someone is sucked into the maze unexpectedly is to rush the Obelisk to 100% so everyone else is teleported but that isn’t always an option. I guess sometimes you just need to accept a person is dead, even if they’re your Perfect Memory creepjoiner.
Gah! I can get into the Crashlanded scenario just fine but trying to play one of my custom scenarios aborts on mapgen.
You’re not going to believe this. Remember that list I saved and copied to my tablet? I just loaded it on desktop with no problem.
Go fig.
All I had to do was unsub a mod which was bringing down my entire list and stop trying to incorporate Landmarks Expanded – which also brings down that old list?
I’ve been adding to and removing things from that old list; so far just checking to see if anything causes the list to bork out. Still loading with no problem, at least.
I’m about done; need to check to see if I’ve forgotten anything I wanted to add.
Finally got a new custom colony with that old list! I guess thanks to removing the modlist from the world/mapgen loading screens. Need to wait until tomorrow afternoon to do anything, though.
I’m not all that bothered by not being able to use Vanilla Landmarks Expanded. The workshop page says it’s compatible with Geological Landforms but it’s a little too compatible; any given tile can have elements from both mods, which throws things off a bit.
Recently added Faster Game Loading, which does appear to speed things up a bit but that Ding On Game Loaded no longer works due being frontloaded.
Whoops! Forgot to enable this meteor shower mod. Now I’m done, unless that doesn’t play nice or I don’t like what it does.
Very appropriate for life on the Rim.
No “Veras” as yet. ![]()
Loading time with my current list is 15 - 20 minutes, down from ~35 for the most recent working list which incorporated Landmarks Expanded and was roughly the same size.
Got wild animals occupying your home or gravship?
Yeah, I figured as much: this mod currently disregards racial reproduction ability, or lack thereof.
My current colony started as one of those lone androids with helperbots and has been taking in refugees. One of whom paired up with the android and is now pregnant.
That should not happen. Mod disabled with no apparent issues.
Have yet to make anything which has a quality rating but here’s a mod which gives a quality boost to items crafted in a dedicated workshop. IOW: a room with only one workbench and, no, a second workbench is not allowed even if it’s the exact same type.
Useful for repurposing small rooms on a Ruins/Frozen Ruins map.
Oh, that refugee is from a race of winemakers who use some steampunk tech and are genetically dependent on alcohol.
ETA: she’s still pregnant, BTW. I’m pretending her lover had a Kryten moment.
Turns out to be very useful for dealing with the groups of refugees my current colony has been attracting. It’s winter now and a group of pawns who escaped from a slaver caravan has been allowed in.
This is the second group to stay in the cabin; most of the first moved on a long time ago but two decided to join us and have since been given their own rooms.
Well, I found a couple of things that have been researched but not completely showing up where they’re supposed to. The Aliaile brewery has no bills and Insulation is supposed to have insulated walls and doors as build objects but I only have access to doors unless I enable god mode.
Good thing I’m not too attached to the colony; I had been expecting something like this.
Still don’t have any bills at that brewery but I found the correct load order for Insulation and no rock disappeared.