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best method is to disable half your mod list, test it, if it works, then cut the removed list of mods in half and repeat until you can narrow it down.
It's a huge pain in the ass but it's really the best way to do so
issue:
this mod dont stack with Vanilla Vehicles Expanded. If I remove a thick rock, the area becomes unsuitable for helicopters.
Dev mod cant help me or i dnont know how.
To create a mountain helicopter hangar I had to load earler autosave and make holes in the mountain using the dev mod
If you can fix it - so many gamers say thanx
Good Luck
Dubs Skylights, fertile fields, and raise the roof compat would be awesome.
I want to make a mountain base for VOID playthrough, but the skylights from Dubs Skylight are not drop pod proof. And the transparent roofs from this mod don't create an indoor garden to prevent your colonists from going stir crazy inside the mountain base.
I know there's the Raid and Event Manager mod (which I use) that can disable drop pod raids, but it doesn't affect the VOID mod.
Would be very appreaciated if a solution to this frustating cycle would be added.
And big thanks for updating this mod!
I do have a question - does anybody else get drop pods falling through overhead mountain tiles and ending up destroyed and as collapsed rocks?
This has been happening to me, and the only mod I can think of interacting with the drop pod behavior is this one. I dont have any other roofing mods installed.
Thanks!
I found a bug that created a crash on my end though:
Two power nets on the same cell (76, 76). First transmitters: Solar array (Power output: 40 W) and Solar array (Power output: 40 W).
(continues with standard stack trace error)
Multiple nets on the same cell (75, 0, 74). This is probably a result of an earlier error.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(continues with standard stack trace error)
I think this happens when I have hidden conduit blueprints setup then build solar roof over the same square. Could also be when there is a hidden conduit in the wall, deconstruct wall then the same square be zoned for solar roof.
might sound dumb but since it apparently count as overhead mountain you're never too sure.
After conducting some research and tests, I believe I can fix this history "feature".
Yes, every custom roof in this mod is considered a mountain roof (a thick roof, technically speaking).
Yes, you can remove a mountain roof using a building-like method; you are actually "building" a mountain roof remover."
if you don't know how to build any of roof, check the research tab.
And my second question: Can you also remove the overhead mountain roof? I have currently another mod which does this but its not very flexible to be honest.
Many thanks
(I mean, I could previously, but I legit got drop pod raids in my bathroom!)