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Messages - dj84722

#1
An unnofficial update of the A15 mod by The_Fallen_One

https://ludeon.com/forums/index.php?topic=17148.0




Adds 3 research projects and 6 powerful mortars

Artillery cannon:Faster firing and more accurate then the standard mortar, can accept any ammo type

Incendiary Artillery cannon:Faster firing and more accurate, has a bigger blast radius then Incendiary shells, does not require ammo

E.M.P. Artillery cannon:Faster firing and more accurate, about the same blast radius as EMP shells, does not require ammo

Rapid fire artillery cannon:very fast firing but inaccurate, quickly loads and fires 5 shells in a burst before a quick cool down, works best if ammo is stored next to the cannon, can use any ammo type

Rocket artillery:Unmanned automatic mortar Very accurate, fires 6 explosive shells with an 80~ sec cool down, requires power, does not require ammo

Total Destruction Rapid fire artillery cannon:Very fast firing but inaccurate, can fire a shell every 8.3 seconds, huge blast radius(less then anti-grain but big enough that the inaccuracy doesn't matter much, does not require ammo or power

The last 2 are quite overpowered and can often end a raid in a single hit

I wanted some more variety in mortars but there were very few mods that added new ones and found myself thinking about the Heavy defences mod so i decided to see if i could update it myself

Download in attachment



[attachment deleted due to age]
#3
The cooling research for all turrets is providing this error

Exception applying research mod for project HeavyTurretCooling: System.MissingFieldException: Field 'Verse.VerbProperties.defaultCooldownTicks' not found.
  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0
  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ResearchProjectDef:ReapplyAllMods()
RimWorld.ResearchManager:ReapplyAllMods()
RimWorld.ResearchManager:ResearchPerformed(Single, Pawn)
RimWorld.<MakeNewToils>c__Iterator3A:<>m__A3()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

I tested with this mod list
    <li>Core</li>
    <li>HugsLib</li>
    <li>ModListBackup</li>
    <li>Turrets Pack</li>
#4
The latest two updates for better pathfinding has broken compatibility with Sensor Panels(160% walk speed) from Pravus's Fences and floors  https://ludeon.com/forums/index.php?topic=26964.0

Both colonists and animals keep getting the ran out of cells to process error when trying to path with them, colonists have been stuck and unable to move anywhere even when drafted, my mod order for testing is
    <li>Core</li>
    <li>HugsLib</li>
    <li>ModListBackup</li>
    <li>Better Pathfinding</li>
    <li>PathAvoid</li>
    <li>Fences And Floors</li>

even when on a desert new colony i used god mode to create Sensor Panels around them and placed prefered paths with path avoid and the yellow error comes up straight away even when wandering

Husky11412 pathing from (127, 0, 112) to (129, 0, 117) ran out of cells to process.
Job:GotoWander A=(129, 0, 117)
Faction: PlayerColony

This will be the last message to avoid spam.
Verse.Log:Warning(String)
BetterPathfinding.NewPathFinder:FindPathInner(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode, HeuristicMode)
BetterPathfinding.NewPathFinder:FindPath(IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
BetterPathfinding.PathFinderDetour:FindPath(PathFinder, IntVec3, LocalTargetInfo, TraverseParms, PathEndMode)
Verse.AI.PathFinder:FindPath(IntVec3, LocalTargetInfo, Pawn, PathEndMode)
Verse.AI.Pawn_PathFollower:GenerateNewPath()
Verse.AI.Pawn_PathFollower:TrySetNewPath()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Disabling better pathfinding fixed the problem straight away
#5
Quote from: LittleMikey on May 13, 2016, 01:50:35 AM
New user here! Is there a way to make the conveyor belts stop exploding when outside in the rain, or am I supposed to use Underground belts for outside jobs?
You can change some settings in the mod to stop that, there are 4 files that need to be changed (2 if only base mod)

In each mod folder go into defs/thingdefs   The files that need to be changed are:
Building_A2B.xml
Building_A2B2.xml
Opposite.xml
Building_A2B_Teleporter.xml

In every file find the line below and change them to false, most files have more than one of this line
<startElectricalFires>true</startElectricalFires>
#6
Quote from: Rock5 on May 11, 2016, 10:27:00 PM
That imgur site is not very good. I had to right click and select view image to see the full sized image. Did I miss something?
Try left clicking the image
#7
Releases / Re: [A13] Glitter Tech v1.44
May 11, 2016, 09:41:02 PM
Quote from: Sam_ on May 11, 2016, 06:31:31 PM
Quote from: dj84722 on May 11, 2016, 08:47:21 AM
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that

Are you certain they were standard walls? Glittertech adds window walls and Wall lights. I assume the back end code for lights will add a break down event for them.

yes they were standard walls, this was on a new colony with no research done, map generated stone brick walls also had the same problem but the power button didn't appear till they were claimed

a bit more detail on the A2B thread
https://ludeon.com/forums/index.php?topic=10644.msg219879#msg219879
#8
Quote from: 1000101 on May 11, 2016, 02:30:08 PM
A2B doesn't change any core assets, especially walls or the like.  It obviously makes reference to core assets (steel, plasteel, components) but changes no core defs or classes.

Does this only happen with Glittertech?  Does it happen with any other mod?  Can it be reproduced with one mod alone?  Was this on an existing save?  Does it happen on a new world+colony?

this was happening on new colony which has about 100 mods active, i had the same versions of glitter tech and a2b active before but with this new colony there was a load of new mods so i rebuilt my mod order.

i narrowed it down to a2b and glitter tech, i created a new colony with each mod change

the bug still occurred with this mod order, when i placed glitter tech above a2b it was fixed and removing either one also got rid of the bug

    <li>Core</li>
    <li>Community Core Library</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>GlitterTech</li>

edit:map generated walls won't display the power button till you claim them but they can still suffer from breakdowns
   
#9
Releases / Re: [A13] Glitter Tech v1.44
May 11, 2016, 08:47:21 AM
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that
#10
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that
#11
Outdated / Re: [A13] SkilledBuilder (07.06.16)
May 11, 2016, 05:23:50 AM
Quote from: hatdatsat on May 11, 2016, 05:04:36 AM
So i was trying out this mod, i dont see the options that show in the picture. i have no other mods on, do i need to research something first before i can use it or am i doing something wrong with using the mod? I have tried it with Community Core Library v0.13.1.1 and without. I have used a lot of mods before but i just cant get this 1 to do anything....

I have the same issue of the button not appearing in the orders menu like in the top picture, but the enable/disable button will appear on each item that has a quality attribute and it works without issue
#12
Quote from: Chibiabos on May 06, 2016, 02:03:11 AM
Gardnerbot doesn't seem to be working :/  I bought it, activated it, it launched and is meandering, but isn't harvesting any plants despite there being plenty ready to harvest, and isn't planting, either.  It just wandering about :/

garden bots can only do the cut plants job, crops fall under the grow job.  they will cut down or harvest all marked plants and trees that are not on a growing zone
#13
Outdated / Re: [A13] SkilledBuilder
May 04, 2016, 05:57:54 AM
Quote from: Canute on May 04, 2016, 03:25:25 AM
Quote from: reiia on May 04, 2016, 01:12:59 AM
Oohhh sweet, thanks =D
Now just need someone to make a mod that lets me select "maximum level" for my craft tables... getting tired of my lv 20s stealing mah lv 1's exp xD haha
Try the Colony Manager, you get the option "allways use highest skilled..".

That is the opposite of what he wanted, he wants a second slider bar on the skill requirement to restrict certain jobs to people between certain levels, say lvl 0-5 crafters only
#14
My MAI's don't respond to the clothing assignments they will only wear clothing using the force wear command and won't remove items automatically below the set wear threshold.
Is this something you haven't been able program into them or something you have overlooked?
#15
This mod no longer works for me with the latest version of prepare carefully, i keep getting the error:
Could not execute post-long-event action. Exception: System.TypeLoadException: Could not load type 'EdB.PrepareCarefully' from assembly 'MapReroll'.

I have tested this with only Map Reroll and prepare carefully active, and have deleted both those mods and re downloaded the latest versions
Map Reroll 1.1.3
Prepare Carefully 0.13.0.4