Yes I do. Odd that it's working for you. If you need me to pull it, let me know. It's a dedicated server, so I'd have to kick people off to jump on the FTPOkay, well it's definitely working fine on my servers.. any other mods in play? Do you know where to find the ConfigDump for your game?
Yes I do. Odd that it's working for you. If you need me to pull it, let me know. It's a dedicated server, so I'd have to kick people off to jump on the FTP
Regarding the Sam's Working Stuff mod. Is there any way that you could update the mod so that the working sink will actually work if used indoors? Currently it does not function if placed inside of a building since it is based on the dew collector and requires open sky above it.
That is in game minutes. If they respawn "every day", you're daynight length apparently is 180. On a daynight of 60 it would take two daysQuestion, For the SCarRespawner, in order to increase the respawn rate, do we adjust the "PlantGrowing.GrowthRate" variable? It is set to 180 by default, but I know on my server vehicles respawn each day. I want to adjust them to respawn after 14 days.
I'm noticing the same console warning message, but with the "with sinks" version. I've tried this mod standalone to try and rule out any conflicts. And still have the same issue. I can grab the lights from the creative menu and place them. But am unable to craft them.Hi Sam,
Thanks heaps for getting your mods updated to A21. However, I have an error when using your "Sam's Working Stuff" Mod:
WRN XML patch for "progression.xml" from mod "Sam_Working_Stuff_NoSinks" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags" (line14 at pos 6)
As the result, I can't make any of the lights as they remain locked, even though my electrician skill is at 75.
Thanks,
Hi Sam,
Thanks heaps for getting your mods updated to A21. However, I have an error when using your "Sam's Working Stuff" Mod:
WRN XML patch for "progression.xml" from mod "Sam_Working_Stuff_NoSinks" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags" (line14 at pos 6)
As the result, I can't make any of the lights as they remain locked, even though my electrician skill is at 75.
Thanks,
I'm noticing the same console warning message, but with the "with sinks" version. I've tried this mod standalone to try and rule out any conflicts. And still have the same issue. I can grab the lights from the creative menu and place them. But am unable to craft them.
Thanks for the heads up - I'll fix the recipe. The gas can stacks changed to 5000 in Alpha 21 and I didn't notice.Subasu said:Hey Sam.
I've downloaded your SS stack tweaks, and I love it. Not too OP, but is relatively a good halfway medium
However...I just opened a stack can of gas and it only gave me 5000 gas, when default in game is 10000.
I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.I have no idea why it's not working for you both. I've double-checked and the code is right, and it runs fine on my local machine and my three servers. Could one of you send me the ConfigsDump for your progression.xml from your appdata Saves folder?
Yeah, that would definitely affect it.I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.
Thank you so much for looking into it though.![]()
I have similar craft tier 6 mod as well. It changes the crafting skill "craftingElectrician" max level to 200. Where working stuff mod maxes out the same skill at 100. I didn't expect that to create a conflict. But I took your advice and it got rid of that warning message. Nice find. Thanks.I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.
100% yes, I think it's hilariousBy the way, did you intend to have the grills with a raging fire?