In the working version of the code I am testing locally using the Dinkum v1.0 code, the mod will work again once i update the file here. Only thing I am trying to button up is that it is not working for MP players given they don't see the whole game map and the fixed towers when loading in...so I have another mod(s) to port over in order to accomplish this for them...once all is set and tested, I will push up updates
I used this mod but realized all my guests needed it. I put my towers (I had moved 2) back where they belong with the return setting, and uninstalled the mod. Now my towers work for me, but my visitors can neither use a tower or see them on the map. Now what?
Good question. I will have to try and get a MP session set up to reproduce and see if there is anything that can be done without others needing the mod. Thanks for reporting!
I was clearing some unusable mods from my folder and accidentally deleted this one. When I logged back into Dinkum, the East tele-tower, which I moved with the mod, disappeared from the map. The tower was still usable but it just didn't appear on the map. Took me a while to realise it must have been this mod and after restoring the mod, the tower appeared on the map again. Commenting here just in case someone experienced the same thing I did.
I tested. For me it was the automation mod. https://www.nexusmods.com/dinkum/mods/108 I guessed they had an issue with each other because both require you to "use" an item to activate, that in vanilla game, don't do anything. For example you use "roo poo" to activate the simple machine automation next to a container. For this mod you use the "old contraption" (an engine) to activate. Those probably can't handle being with each other. If I had a mod organzier to change load order it might not matter. but so far this game has just been dropping dil files. (im used to modding fallout 4 esp back in the mod organizer 2 days etc).
All that to say, removing the automation mod from my folder made the quantum leap mod work. maybe they can patch it. Im gonna try using the other automation mod instead (if that mod works and if it doesnt cause the same issue) good luck.
To remove a tower, you just take an old contraption (the item) and use it on a tower, which will disappear. It won't drop as an item you have to carry around because the mod just looks at how many towers exist in the world and won't let you go over the 4 limit.
To place a tower down you first must have removed one. (You don't "move" them like Fletch moves buildings, you have to delete and then place. This is for technical reasons.) Towers are 2x2, and they extend to the north and east from the space you select. There are various conditions (like flat ground) that must be met, and the mod will give you messages telling you what you need to change. Note that buried treasure, even though it is invisible, will still prevent the placement of the tower, so if the mod is telling you the area is not clear but it looks clear, check for treasure.
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I guessed they had an issue with each other because both require you to "use" an item to activate, that in vanilla game, don't do anything. For example you use "roo poo" to activate the simple machine automation next to a container. For this mod you use the "old contraption" (an engine) to activate. Those probably can't handle being with each other. If I had a mod organzier to change load order it might not matter. but so far this game has just been dropping dil files. (im used to modding fallout 4 esp back in the mod organizer 2 days etc).
All that to say, removing the automation mod from my folder made the quantum leap mod work. maybe they can patch it. Im gonna try using the other automation mod instead (if that mod works and if it doesnt cause the same issue) good luck.
https://www.nexusmods.com/dinkum/mods/284
To place a tower down you first must have removed one. (You don't "move" them like Fletch moves buildings, you have to delete and then place. This is for technical reasons.) Towers are 2x2, and they extend to the north and east from the space you select. There are various conditions (like flat ground) that must be met, and the mod will give you messages telling you what you need to change. Note that buried treasure, even though it is invisible, will still prevent the placement of the tower, so if the mod is telling you the area is not clear but it looks clear, check for treasure.
note: it is currently broken with multiplayer.