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RimWorld => Releases => Mods => Outdated => Topic started by: RWCCLTeam on October 20, 2015, 12:08:13 PM

Title: [A14] Community Core Library v0.14.3.1
Post by: RWCCLTeam on October 20, 2015, 12:08:13 PM
(https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/master/WebGraphics/CCL_Logo_Long.png?raw=true)
v0.14.3.1

Compatible with RimWorld builds:
1220, 1230, 1232, 1234, 1238, 1241, 1249


This forum thread and the first 10 posts serve as the "manual".

Be sure to read this every time you upgrade, things change, these posts are here to tell you how and how to avoid the most common issues.



Table of Contents



Basic Description

This is a basic set of functions which modders can use to enhance their RimWorld mods. Most of the library can be used from xml without any additional C# skill or requirement.

If you are a user which has a mod using CCL, you only need to download the latest CCL release zip.  Make sure it is enabled immediately after the 'Core' mod and before any other mod.

If you are a modder, download the modders resource or the source package.



Install Instructions

ALWAYS delete any previous install of both the core library and the vanilla tweaks before installing a new version.  This will avoid most common problems.

Regular users download the "User Release" package.

Modders download the "Modders Resource" package.

C# Developers


Once installed and placed in the correct load order, your load order should look like this:
(https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/master/WebGraphics/CCL_Load_Order.png?raw=true)



Download
Latest release (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases/latest) | All releases (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases) | GitHub repository (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary)


Background

This project started in Alpha 9, continued to be developed in Alpha 10 (some ideas had to be dropped due to complexity) and was first publicly released for Alpha 11.  Ideas and suggestions plus a lot of help came from the RimWorld community on the Ludeon Forums.  If you have an idea which fits into the context of CCL, please leave feedback or better, develop your idea and submit code!  CCL and it's team could always be fleshed out with additional talent!



Basic Troubleshooting

If all else fails, read all of the documentation ("Def Descriptions", "Examples" and this forum thread posts #1-10), don't skim over anything.  Especially read "note" sections.

Always do a "clean" install.  Delete the old version from /Mods/ before copying the new version.  Do not overwrite an existing copy.
Title: 2 - Issue Reporting
Post by: RWCCLTeam on October 20, 2015, 12:08:29 PM
Known Issues

RimWorld has a well known bug regarding the Mod menu.  Simply opening it will cause issues with mods.  Always restart RimWorld if you open the Mods menu.

Changing languages, mod load order (including enabling mods) and certain game options requires RimWorld to be restarted.

There is a lot going on when RimWorld starts as far as CCL is concerned.  The best practice is to restart RimWorld if you change any setting more complicated than the volume.

Software of any complexity is bound to have bugs, CCL is no different.  Please report bug by using the github issues tracker.  This makes it faster and easier to get bugs fixed and they can be linked directly to the commit that fixes them.  We appreciate feedback and want a bug free library for all but, with multiple team members, sending a PM or using the forum to report bug is now becoming inefficient.



Bug Reporting

What we need:



Report A Bug
GitHub Issue Tracker (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues)
Title: 3 - User Info
Post by: RWCCLTeam on October 20, 2015, 12:08:39 PM
What the "Core" mod offers

Help Menu
With the help system implemented in v0.12.0, CCL will generate help for most of the standard things you'd expect to find help for.  You can easily navigate buy clicking directly on list items in the description and for items not in the help database, it will provide a tool-tip when hovering the mouse over the item.

The list of auto-generated help includes virtually every in-game object and more information is added with each new release of CCL.  This help will tell you virtually everything you can need about the topic including but not limited to item stats, research requirements, recipes, etc.

If you decide you don't want the auto-generated help, you can use the command-line switch "-nohelp" to disable it.  This will only disable the auto-generated help, you will still get explicitly defined help.  If you use the "-quicktest" command-line switch, auto-generated help will similarily be disabled.

"Nothing" and "Nudist" Outfits
v0.14.2 adds OutfitDef and two new outfits for pawns, especially those for those nudists who actually want to wear nothing!

Minimap
v0.13.2 adds a resizable, draggable, moddable minimap framework.  It comes with a basic set of minimaps and overlays including showing colonists, non-colonists, wildlife and the power grid.  By default the minimap is disabled and needs to be turned on in the Mod Configuration Menu.

Mod Configuration Menu (Mod Options)
If any mods are installed with an MCM, the main menu will display a "Mod Options" button which will allow you to set configuration settings for the mod(s).

Proper Refrigeration
Buildings implementing refrigeration will refrigerate rottable items without the usual "rot-unrot" cycle.  CCL automatically handles refrigerated buildings properly by simply not rotting the item.

Restart Warning
Under certain situations the game will need to be restarted.  These situations include changing mods and the language.  Any time CCL detects such a change, it will open a window to warn the user that a restart is required.


What the "Vanilla Tweaks" mod offers

Power Savings
Most buildings will not draw power when they are not in use. This includes the cookstove, television, etc but will remain connected to the power grid. Some exceptions include the comms console which always draws full power.

Auto Doors draw less power when they are not actually opening or closing.

Hydroponics basins "cycle" power at a rate of 50W for 5000 "ticks" and then 100W for 2500 "ticks" and will offer to share their growing options with other hydroponics basins.  (A "tick" is 1/60 of a second, there are 60000 "ticks" to a game day.)

Advanced Research Recipes
Artillery Shells require 'Mortars' research to be complete before they are available to be crafted at the smithing and machining workbenches.  Hops requires 'Brewing' before it can be planted and grown.

Colored Lights
The standing lamps have been reduced to a single object which takes advantage of a new comp allowing dynamic color changes on a single building, reducing the architects menu clutter.

Neighbourly Growers
Hydroponic basins and plant pots can share growing information with other hydroponic basins and plant pots.  No need to select each grower individually when setting everything up.

Nutrient Paste Dispensers
The nutrient paste dispensers use the generic hoppers provided with the core library and the vanilla hopper is hidden from use.  This allows easier management of the dispensers by automatically programming the hoppers connected to them.


What the "Mod Tweaks" mod offers

Power Savings for mod added work tables
Similar to the Vanilla Tweaks, the Mod Tweaks will make changes to mod added work tables which require power so that they will not use power then not in use.  Works with all mods without specific patches.


Remember!
All changes are defined in xml in the tweaks.  If you only want the core library, don't enable the tweaks.  If you do use the tweaks, you can change ANYTHING as it's all defined in xml, so break out your text editor (such as notepad)!  It's so easy a cave man could do it (https://www.youtube.com/watch?v=e8aj1AlYvxI)!
Title: 4 - Modders Info
Post by: RWCCLTeam on October 20, 2015, 12:08:49 PM
Modding Features

Remember to always refer to /Def Descriptions/ and /Examples/ for specific details about the xml involved.  C# features will require looking at the CCL source.  If you find something isn't covered that you feel should be, please give us feedback to help improve the documentation.


New Defs (xml)

Def Extensions (xml)

New Buildings (xml)

New Comp Properties (xml)

New Interfaces (C#)

Helper classes (C#)

New ITabs (xml)

New ThingComps (xml)

New PlaceWorkers (xml)
Title: 5 - Internal Detours
Post by: RWCCLTeam on October 20, 2015, 12:09:01 PM
Detours of Core Methods (Internal)

CCL detours many core methods to allow greater flexibility and functionality for modders when creating new game objects (xml defs, C# classes, etc).  The following list represents the core methods which have been detoured and the reason for it.  Generally speaking, the changes are to allow for custom assets to follow the same core logic as their vanilla counterparts (ie, a custom door5.1 should behave the same as a vanilla door).

These detours are done automatically by CCL and require nothing other than having CCL installed.  This section is simply for reference if you choose to detour methods and want to know what CCL is already detouring.

Title: 6 - Credits
Post by: RWCCLTeam on October 20, 2015, 12:09:11 PM
Current Team Members
1000101 (https://ludeon.com/forums/index.php?action=profile;u=32730)
mipen (https://ludeon.com/forums/index.php?action=profile;u=8625)
Fluffy (https://ludeon.com/forums/index.php?action=profile;u=12611)
skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346)

Inactive Team Members
Latta (https://ludeon.com/forums/index.php?action=profile;u=35458)


Contributors*
DAOWAce
kaptain_kavern
profound_darkness
mrofa
isistoy
noimageavailable
shinzy
TheKrush
MossieuLeblanc
skyarkangel
Ohar

* Hey!  We added something!  Be it code, a translation, graphics, etc!  Join our ranks by helping with CCL in some small way!


Credit Where it's Due (We didn't contribute directly but otherwise helped.)
(Excluding Tynan because it goes without saying.  Also, if you'd like to implement anything from this into RimWorld, you are welcome to all the assets - code, graphics, etc!)

Haplo for the "How to make an [sic] .dll-mod" (https://ludeon.com/forums/index.php?topic=3408.0) tutorial.
mipen for his Mechanical Defence 2 (https://ludeon.com/forums/index.php?topic=7380.0) mod and through it's dissection the AdvancedResearchDef was born.
OpalMonkey for clueing me (1000101) into a better way to hide buildings (https://ludeon.com/forums/index.php?topic=12403.msg133986#msg133986) behind research.
soltysek for spending countless hours reviewing My Bad Code (tm).
mrofa for wasting his time reading the help forum threads and his general ideas (of which there are lots!).
Vas for CompLifespanPowered (requested in here (https://ludeon.com/forums/index.php?topic=14249.0)).
TheGentlmen (GENT) for tracking down and reporting many subtle bugs.
RawCode for figuring out unity4 / Mono x86 JIT method detouring (https://ludeon.com/forums/index.php?topic=17143.0), which is likely to be a gamechanger (pun intended).
wivex for many suggestions on improving the Mod Configuration Menu (MCM).
macrosblackd for helping fix the "feature" of pawns eating raw food over meals.
Everybody in the RimWorld Modders Slack for general feedback and testing the pre-releases.

To anyone else who may have been forgotten, you know who you are and we appreciate the contributions, feedback and help you have provided.
Title: 7 - Changelog
Post by: RWCCLTeam on October 20, 2015, 12:09:20 PM
Changelog

For the full list of changes in each version, please refer to the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/165).  This section is just for convenience sake.

v0.14.3.1 - Fixes planning tool and mining minimap overlays not clearing their texture before drawing, removes left-over debug message.
v0.14.3 - Mod Tweaks, Russian translation, ToggleSettingDef, traits to BackStoryDef, ITab injector, reverse designators, more utility minimap overlays and some rare occurance bugs fixed.
v0.14.2.1 - Small bugs stomped
v0.14.2 - Adds OutfitDef and additional C# API methods.
v0.14.1 - Adds BackstoriesCore, fixes small bugs.
v0.14.0.1 - Bug fixes fixes for FoodUtility and ResearchProjectDef_Extensions as well as fixing a core bug regarding eating raw food over meals.
v0.14.0 - Alpha 14 update.
v0.13.4 - More API extensions, small MCM bug fixed for labels with special characters (adds saveKey)
v0.13.3 - API Additions & Bugs Bashed
v0.13.2.1 - Fixes load/save issue with minimaps.
v0.13.2 - New Minimap feature!  Fixes some bugs in CCL and in core (BiomeDef).
v0.13.1.1 - Bug fixes
v0.13.1 - Adds InterModCommunication, CompGlowerToggleable, fixes some issues reported.
v0.13.0 - Alpha 13 update.
v0.12.7.2 - Small bug-fixes and additional MCM functionality
v0.12.7.1 - Small change to the MCM
v0.12.7 - Detouring of core methods, automated factories, main menu def, mod configuation menu (MCM), research tree, more changes and additions to the help menu system, tighter control of the mod load order (CCL must be #2), as always more bugs quashed and different ones introduced.
v0.12.6 - Per-mod verbosity for debugging, help for terrain & flooring, helper functions for getting a mod by def, even more bugs fixed.
v0.12.5.x - (Modder pre-release of new features) - More bugs fixed, internal refactoring, hidden storage comp, color picker and method detouring.
v0.12.4 - Many, many bugs fixed, help menu overhaul, research menu overhaul, new comp & property.
v0.12.3b - Fixes Advanced Research Def to recognizes plants using plants with an override class.
v0.12.3 - Bug fixes, Ice boxes (CompRefrigerated no longer *requires* CompPowerTrader but will respect it), Post Load Injectors, removes research requirement from Xerigium.
v0.12.2 - Alpha 12d update.  Refactors CompRefrigerated, fixes several bugs, graphics by mrofa.
v0.12.1 - Alpha 12c update and bug-fixes.  First release with AutoGen Help!
v0.12.0 - Alpha 12 update.  Adds menu help system and mod helper system.  Separates vanilla tweaks from core.
v0.11.4 - Fixes CompRefrigerated save/load issue, fixes lights and growers not sharing through link type properly sometimes, move repository to a team organization.
v0.11.3 - Better placement restriction support.  Now handles destroying things and alerting the player.
v0.11.2 - Additional place workers, you can build on steam geysers, PlantGrowers can program other PlantGrowers, Lights can change other lights.
v0.11.1 - Advanced research can now lock or unlock recipes and buildings.  Adds Action callbacks to advanced research.  Additional PlaceWorker restrictions.
v0.11.0 - Initial public release

Title: 8 - License
Post by: RWCCLTeam on October 20, 2015, 12:09:29 PM
Usage Terms AKA Licensing

You are free to use CCL in any mod or modpack.  If you are creating a mod using CCL, do not include CCL with your mod.  This is not a license issue but a compatibility issue.  Simply state the minimum version of CCL which you require and link8.1 to this thread.  You can include CCL with a modpack however, it is recommended that you don't.  It is better to link8.1 to this forum thread to allow users to separately download and update.

For more information on the license CCL is released under, please refer to the unlicense (http://unlicense.org/).



CCL Badging

If you have a mod or modpack using CCL, linking back to this thread is the best way to keep users running with the latest updates.

Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)

[color=orange]Powered By[/color]
[url=https://ludeon.com/forums/index.php?topic=16599.0][img]http://tinyurl.com/pd78ovl[/img][/url]


CCL logo and badge courtesy of mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507).
Title: 9 - Notes
Post by: RWCCLTeam on October 20, 2015, 12:09:38 PM
Notes

4.1 A ModHelperDef is required for any mod using CCL.  Without this def, the library will throw an error.  There can only be one of these defs per mod or, again, an error will be thrown.  This was previously a soft requirement but is now a hard requirement.
4.2 Depending on the operational and output mode of the factory.  Two examples are provided, an automated stonecutter (fully automated) and a food synthesizer (pawn-interaction).
4.3 Certain methods are too small to be detoured and may be optimized into the call site ("inlined (https://msdn.microsoft.com/en-us/library/ms973858.aspx#highperfmanagedapps_topic10)") by the JIT.  These methods are about the only exception to method detours in that they canot be detoured.
4.4 Building's which directly control their own power are the obvious exception (eg: heaters, coolers, etc).
4.5 Requires RestrictedPlacement_Comp and RestrictedPlacement_Properties for information and/or support ticking.
4.6 Want to place that building on (instead of near) a steam geyser?  You can, the core method which hard-codes steam geysers to geothermal generators has been detoured to allow any building with the PlaceWorker_OnSteamGeyser or PlaceWorker_OnlyOnThing to allow placement on steam geysers.
4.7 Depending on your needs, use a normal or rare ticker to fire the periodic check to make sure the supports still exist.  If the support is removed, the thing is destroyed and an alert is fired to inform the player.  Normal tickers only check every 250 ticks.

5.1 Only ThingDefs with thingClass, or a class which inherits, RimWorld.Building_Door will work.
5.2 Only ThingDefs with thingClass, or a class which inherits, RimWorld.Building_NutrientPasteDispenser will work.
5.3 Only ThingDefs with thingClass, or a class which inherits, RimWorld.Building_OrbitalTradeBeacon will work.
5.4 Only ThingDefs with thingClass, or a class which inherits, RimWorld.Building_CommsConsole will work.
5.5 Only ThingDefs with thingClass, or a class which inherits, CommunityCoreLibrary.Building_AutomatedFactory with an output vector of "DirectToPawn" will work.
5.6 Only ThingDefs with thingClass, or a class which inherits, RimWorld.Fire will work.

8.1 Please refer to the badging in the license section for linking to this thread.



Important Packaging & Release Notes

Simply put - if your mod needs CCL, then it needs CCL to be properly installed and loaded before your mod as a separate download, not included with.  This is true for all mods and "mod packs."  The only place users should be getting CCL from is the official github releases, any other place is not an "official" copy (although perfectly legitimate, see the unlicense (http://unlicense.org/)) or the modder using CCL has made a colossal mistake by packaging CCL assets directly with their mod.
Title: 10 - Reserved
Post by: RWCCLTeam on October 20, 2015, 12:09:49 PM
<reserved>
Title: Re: [Mod] (A12d) Community Core Library v0.12.4
Post by: TheGentlmen on October 20, 2015, 06:29:22 PM
-GENERIC INTEREST POST-
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Chestburster on October 23, 2015, 03:28:51 PM
Heya,

i've ran into some problems with the AdvancedResearchDef. My game is always throwing cross-reference errors (BuildHMGTurret) when adding the advanced defs. Could someone tell me what i did wrong? (Bills work when i remove the advanced defs)

<AdvancedResearchDef>

<defName>CraftHMG</defName>
<Priority>0</Priority>

<researchDefs>
<li>BasicTurretCrafting</li>
</researchDefs>

<recipeDefs>
<li>BuildHMGTurret</li>
</recipeDefs>

</AdvancedResearchDef>

---------------------------------

<ResearchProjectDef>
<defName>BasicTurretCrafting</defName>
<label>Basic Turret Crafting</label>
<description>Allows you to build the Tinker's Workbench.</description>
<totalCost>500</totalCost>
<prerequisites>
<li>AdvancedGunTurret</li>
</prerequisites>
</ResearchProjectDef>

---------------------------------

<RecipeDef>
<defName>BuildHMGTurret</defName>
<label>Build M2 Browning</label>
<description>Build a M2 Browning Turret Gun</description>
<jobString>Building M2 Turret Gun.</jobString>
<workAmount>8000</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>6</minLevel>
</li>
</skillRequirements>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Heavy_Component</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Weapon_Parts</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Spare_Parts</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Parts_Steel</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>SyntheticMaterials</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<MGTurret_Crate>1</MGTurret_Crate>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Heavy_Component</li>
<li>Weapon_Parts</li>
<li>Spare_Parts</li>
<li>Parts_Steel</li>
<li>SyntheticMaterials</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>

---------------------------------

<ThingDef ParentName="BenchBase">
<DefName>TableTinker</DefName>
<label>Tinker's Workstation</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A workbench with tools for producing turrets.</Description>
<graphicData>
<texPath>Things/Building/Production/Tinker_Workbench</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,1)</drawSize>
</graphicData>
<stuffCategories>
<li>MetallicParts</li>
</stuffCategories>
<costStuffCount>15</costStuffCount>
<CostList>
<Spare_Parts>5</Spare_Parts>
<ElectronicComponents>5</ElectronicComponents>
<Mechanism>5</Mechanism>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToMake>4750</WorkToMake>
<MaxHitPoints>300</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
</statBases>
<Size>(3,1)</Size>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<recipes>
<li>BuildHMGTurret</li>
<li>BuildAvengerTurret</li>
<li>BuildChainTurret</li>
<li>BuildVulcanTurret</li>
<li>BuildAGLTurret</li>
<li>BuildEMPTurret</li>
<li>BuildLaserTurret</li>
<li>BuildPLaserTurret</li>
<li>BuildPlasmaTurret</li>
<li>BuildAMTurret</li>
<li>BuildCannonTurret</li>
<li>BuildHowitzerTurret</li>
<li>BuildDevastatorTurret</li>
<li>BuildLMSTurret</li>
<li>BuildMMSTurret</li>
<li>BuildHMSTurret</li>
<li>BuildSteelBase</li>
<li>BuildPlasteelBase</li>
<li>BuildCopperBase</li>
<li>BuildAluminiumBase</li>
<li>BuildTitaniumBase</li>
<li>BuildVancidiumBase</li>
<li>BuildCarbonBase</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<startElectricalFires>true</startElectricalFires>
<basePowerConsumption>500</basePowerConsumption>
<soundPowerOn>PowerOnSmall</soundPowerOn>
<soundPowerOff>PowerOffSmall</soundPowerOff>
</li>
<li>
<compClass>CompAffectedByFacilities</compClass>
<linkableFacilities>
<li>Stool</li>
<li>Small_ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CommunityCoreLibrary.CompProperties_LowIdleDraw">
<compClass>CommunityCoreLibrary.CompPowerLowIdleDraw</compClass>
<idlePowerFactor>0.1</idlePowerFactor>
</li>
</comps>
<researchPrerequisite>BasicTurretCrafting</researchPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>


Edit: Improved formatting
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on October 23, 2015, 06:00:53 PM
In your ARDef you aren't specifying the building the recipe should be added to.  You need to specify both the recipes and buildings (thingDefs) they apply to.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Chestburster on October 23, 2015, 06:54:46 PM
I tried that earlier and it didn't work (it just removed the table from the architect menu after i added the thingDef). Tried it again just to make sure.. still the same errors.

<AdvancedResearchDef>

<defName>CraftHMG</defName>
<Priority>0</Priority>

<researchDefs>
<li>BasicTurretCrafting</li>
</researchDefs>

<recipeDefs>
<li>BuildHMGTurret</li>
</recipeDefs>

<thingDef>
<li>TableTinker</li>
</thingDef>

</AdvancedResearchDef>


Just wondering.. is there some sort of caching going on in rimworld? I removed the other ARDefs but they are still throwing errors (even after restarting my notebook).
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on October 24, 2015, 05:21:58 AM
It's because it's thingDefs not thingDef.  Make sure you spell the tags correctly and read the documentation thoroughly.

<AdvancedResearchDef>

<defName>CraftHMG</defName>
<Priority>0</Priority>

<researchDefs>
<li>BasicTurretCrafting</li>
</researchDefs>

<recipeDefs>
<li>BuildHMGTurret</li>
</recipeDefs>

<thingDefs>
<li>TableTinker</li>
</thingDefs>

</AdvancedResearchDef>
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Chestburster on October 25, 2015, 07:20:05 AM
Well i'm stuck now.. i took the example defs and compared them with my own but i cant find out why it is still throwing errors (Screenshot attached).

<AdvancedResearchDef>

<defName>CraftHMG</defName>
<Priority>0</Priority>

<researchDefs>
<li>BasicTurretCrafting</li>
</researchDefs>

<recipeDefs>
<li>BuildHMGTurret</li>
</recipeDefs>

<thingDefs>
<li>TableTinker</li>
</thingDefs>

</AdvancedResearchDef>




<RecipeDef>
<defName>BuildHMGTurret</defName>
<label>Build M2 Browning</label>
<description>Build a M2 Browning Turret Gun</description>
<jobString>Building M2 Turret Gun.</jobString>
<workAmount>8000</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>6</minLevel>
</li>
</skillRequirements>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Heavy_Component</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Weapon_Parts</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Spare_Parts</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Parts_Steel</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>SyntheticMaterials</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<MGTurret_Crate>1</MGTurret_Crate>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Heavy_Component</li>
<li>Weapon_Parts</li>
<li>Spare_Parts</li>
<li>Parts_Steel</li>
<li>SyntheticMaterials</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>

</RecipeDef>




<ResearchProjectDef>
<defName>BasicTurretCrafting</defName>
<label>Basic Turret Crafting</label>
<description>Allows you to build the Tinker's Workbench.</description>
<totalCost>500</totalCost>
<prerequisites>
<li>AdvancedGunTurret</li>
</prerequisites>
</ResearchProjectDef>




<ThingDef ParentName="BenchBase">
<DefName>TableTinker</DefName>
<label>Tinker's Workstation</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A workbench with tools for producing turrets.</Description>
<graphicData>
<texPath>Things/Building/Production/Tinker_Workbench</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,1)</drawSize>
</graphicData>
<stuffCategories>
<li>MetallicParts</li>
</stuffCategories>
<costStuffCount>15</costStuffCount>
<CostList>
<Spare_Parts>5</Spare_Parts>
<ElectronicComponents>5</ElectronicComponents>
<Mechanism>5</Mechanism>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToMake>4750</WorkToMake>
<MaxHitPoints>300</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
</statBases>
<Size>(3,1)</Size>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<recipes>
<li>BuildHMGTurret</li>
<li>BuildAvengerTurret</li>
<li>BuildChainTurret</li>
<li>BuildVulcanTurret</li>
<li>BuildAGLTurret</li>
<li>BuildEMPTurret</li>
<li>BuildLaserTurret</li>
<li>BuildPLaserTurret</li>
<li>BuildPlasmaTurret</li>
<li>BuildAMTurret</li>
<li>BuildCannonTurret</li>
<li>BuildHowitzerTurret</li>
<li>BuildDevastatorTurret</li>
<li>BuildLMSTurret</li>
<li>BuildMMSTurret</li>
<li>BuildHMSTurret</li>
<li>BuildSteelBase</li>
<li>BuildPlasteelBase</li>
<li>BuildCopperBase</li>
<li>BuildAluminiumBase</li>
<li>BuildTitaniumBase</li>
<li>BuildVancidiumBase</li>
<li>BuildCarbonBase</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<startElectricalFires>true</startElectricalFires>
<basePowerConsumption>500</basePowerConsumption>
<soundPowerOn>PowerOnSmall</soundPowerOn>
<soundPowerOff>PowerOffSmall</soundPowerOff>
</li>
<li>
<compClass>CompAffectedByFacilities</compClass>
<linkableFacilities>
<li>Stool</li>
<li>Small_ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CommunityCoreLibrary.CompProperties_LowIdleDraw">
<compClass>CommunityCoreLibrary.CompPowerLowIdleDraw</compClass>
<idlePowerFactor>0.1</idlePowerFactor>
</li>
</comps>
<researchPrerequisite>BasicTurretCrafting</researchPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>


PS: Can the hopper def be used to feed turrets with ammunition?

[attachment deleted due to age]
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on October 27, 2015, 02:19:38 AM
Screenshots are useless, without an actual log showing the stack trace (which is what's really important), I can't help you much.  Something can't find what it wants but without knowing what that something is, no help can be given.

The best help you will get will require the best information you can provide.  ie, the complete log, the mod itself, etc.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Chestburster on October 27, 2015, 04:35:46 PM
I hope those 3 attachments are more helpful.

[attachment deleted due to age]
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on October 27, 2015, 09:13:11 PM
It's your directory structure.  Make sure you spell things correctly.

RecipeDef <--- Should be RecipeDefs

I think the root of your problem is that you aren't doing enough on your part to do self checking.  None of this has to do with CCL.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on October 27, 2015, 09:18:26 PM
In regards to your question about hoppers, they can be used to feed anything to anything.  You need to write the code on the user side, however, to make use of them.  They aren't an "xml only" tool, they are designed for making buildings which will take resources out of the hopper and as such provide an easy to use interface to abstract enumeration of hoppers and resources.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Chestburster on October 28, 2015, 03:21:43 AM
Thanks 69. I never noticed the missing s there, only searching inside the files. It must have happened after rebuilding the folder structure on my work PC and copying it on my laptop.

I'll take a look at the hopper code. Thanks again.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: kyzy_4399 on November 06, 2015, 10:33:56 PM
Hi there. I try to use the Refrigerated_Meal_Shelf MOD in my new game, so I copy the assemble: Community Core Library with a new mod fold and past the def of Refrigerated_Meal_Shelf into defs. Everything look great because there is no alram box or mistake, then I realize that the Mod fridge does not really work on game, which means foods keep rot and deteriorate when they are put in fridge. So I wonder does I did anything wrong?
Title: Re: [A12D] Community Core Library v0.12.4
Post by: TLHeart on November 07, 2015, 12:23:35 AM
Quote from: kyzy_4399 on November 06, 2015, 10:33:56 PM
Hi there. I try to use the Refrigerated_Meal_Shelf MOD in my new game, so I copy the assemble: Community Core Library with a new mod fold and past the def of Refrigerated_Meal_Shelf into defs. Everything look great because there is no alram box or mistake, then I realize that the Mod fridge does not really work on game, which means foods keep rot and deteriorate when they are put in fridge. So I wonder does I did anything wrong?

here is a copy of the refrigerated storage rack I use, that works with no problems.


  <ThingDef ParentName="FurnitureBase">
    <defName>Ref-FoodRack</defName>
    <label> refrigerated food rack</label>
    <thingClass>Building_Storage</thingClass>
    <graphicData>
      <texPath>Things/Building/Furniture/Ref-FoodRack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,1)</drawSize>
    </graphicData>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <castEdgeShadows>true</castEdgeShadows>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>30</costStuffCount>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToMake>1050</WorkToMake>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Provides a simple storage solution for foods. Prevents deteriation, and keeps food refrigerated..</description>
    <size>(2,1)</size>
    <building>
      <preventDeterioration>true</preventDeterioration>
      <fixedStorageSettings>
        <filter>
          <categories>
            <li>Foods</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
<priority>Important</priority>
<filter>
<categories>
<li>FoodMeals</li>
</categories>

</filter>

</defaultStorageSettings>
    </building>
<comps>
            <li>
                <compClass>CommunityCoreLibrary.CompRefrigerated</compClass>
            </li>
            <li>
                <compClass>CompForbiddable</compClass>
            </li>
            <li>
                <compClass>CompPowerTrader</compClass>
                <basePowerConsumption>100</basePowerConsumption>
            </li>
            <li Class="CommunityCoreLibrary.CompProperties_LowIdleDraw">
                <compClass>CommunityCoreLibrary.CompPowerLowIdleDraw</compClass>
                <idlePowerFactor>0.25</idlePowerFactor>
                <operationalMode>Cycle</operationalMode>
                <cycleLowTicks>2500</cycleLowTicks>
                <cycleHighTicks>1500</cycleHighTicks>
            </li>
        </comps>

    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <surfaceType>Item</surfaceType>
  </ThingDef>
Title: Re: [A12D] Community Core Library v0.12.4
Post by: kyzy_4399 on November 07, 2015, 01:16:29 AM
Quote from: TLHeart on November 07, 2015, 12:23:35 AM
Quote from: kyzy_4399 on November 06, 2015, 10:33:56 PM
Hi there. I try to use the Refrigerated_Meal_Shelf MOD in my new game, so I copy the assemble: Community Core Library with a new mod fold and past the def of Refrigerated_Meal_Shelf into defs. Everything look great because there is no alram box or mistake, then I realize that the Mod fridge does not really work on game, which means foods keep rot and deteriorate when they are put in fridge. So I wonder does I did anything wrong?

here is a copy of the refrigerated storage rack I use, that works with no problems.


  <ThingDef ParentName="FurnitureBase">
    <defName>Ref-FoodRack</defName>
    <label> refrigerated food rack</label>
    <thingClass>Building_Storage</thingClass>
    <graphicData>
      <texPath>Things/Building/Furniture/Ref-FoodRack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,1)</drawSize>
    </graphicData>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <castEdgeShadows>true</castEdgeShadows>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>30</costStuffCount>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToMake>1050</WorkToMake>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Provides a simple storage solution for foods. Prevents deteriation, and keeps food refrigerated..</description>
    <size>(2,1)</size>
    <building>
      <preventDeterioration>true</preventDeterioration>
      <fixedStorageSettings>
        <filter>
          <categories>
            <li>Foods</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
<priority>Important</priority>
<filter>
<categories>
<li>FoodMeals</li>
</categories>

</filter>

</defaultStorageSettings>
    </building>
<comps>
            <li>
                <compClass>CommunityCoreLibrary.CompRefrigerated</compClass>
            </li>
            <li>
                <compClass>CompForbiddable</compClass>
            </li>
            <li>
                <compClass>CompPowerTrader</compClass>
                <basePowerConsumption>100</basePowerConsumption>
            </li>
            <li Class="CommunityCoreLibrary.CompProperties_LowIdleDraw">
                <compClass>CommunityCoreLibrary.CompPowerLowIdleDraw</compClass>
                <idlePowerFactor>0.25</idlePowerFactor>
                <operationalMode>Cycle</operationalMode>
                <cycleLowTicks>2500</cycleLowTicks>
                <cycleHighTicks>1500</cycleHighTicks>
            </li>
        </comps>

    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <surfaceType>Item</surfaceType>
  </ThingDef>


Hi, I check the example mod and your post, and I feel that only different is the BuildingBase and FurnitureBase. So do u think is there anything special in your FurnitureBase comps or sth? I still can not get it works. :(
Title: Re: [A12D] Community Core Library v0.12.4
Post by: TLHeart on November 07, 2015, 08:32:06 AM
Quote from: kyzy_4399 on November 07, 2015, 01:16:29 AM



Hi, I check the example mod and your post, and I feel that only different is the BuildingBase and FurnitureBase. So do u think is there anything special in your FurnitureBase comps or sth? I still can not get it works. :(

nothing special there, did you also include the parent definition?  This one is from the example.

Also, you need to start the game if you change anything with the mods, for the CCL refrigeration to work... If it is not working, exit rimworld to the desktop, restart rimworld.


    <ThingDef Name="BuildingBase" Abstract="True">
        <category>Building</category>
        <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
        <selectable>true</selectable>
        <drawerType>MapMeshAndRealTime</drawerType>
        <altitudeLayer>Waist</altitudeLayer>
        <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
        <repairEffect>Repair</repairEffect>
        <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
        <filthLeaving>BuildingRubble</filthLeaving>
    </ThingDef>
Title: Re: [A12D] Community Core Library v0.12.4
Post by: Hague on November 10, 2015, 12:58:19 AM
Great Resource you have here!

Can I make a suggestion? How about a filthProducer comp that can be added to buildings? It could hook in to the active power so petrochemical plants and charcoal plants could produce temporary air pollution or leave soot or grime around. Brewing/cooking could leave behind It would produce filth in a room or area around a room with certain variables. Of course, a <thingDef> would define what type of filth to be spawned. I mean, it doesn't necessarily have to be filth, it could be any thingDef but it would probably be easier to work with just filth. The idea would be to set a radius for the spawn, ticks to spawn and whether or not the building needs to be actively powered or operated for it to produce filth. Could open up a lot of avenues for several things: Events that spawn buildings that generate dangerous things while its battery lasts. Could even make a device that produces 'filth' that improves the beauty of the environment or adds to room cleanliness (incense burners) or air sterilizing agents.

What do you think?
Title: Re: [A12D] Community Core Library v0.12.4
Post by: 1000101 on November 20, 2015, 10:31:50 PM
Quote from: kyzy_4399...so I copy the assemble: Community Core Library...

Be sure to read the documentation and all note sections in the main thread (which has multiple (10) entries).  Specifically the part where it tells you NOT to do that.
Title: Re: [A12D] Community Core Library v0.12.4
Post by: RawCode on January 10, 2016, 01:29:50 AM
your mods under normal conditions should not include any 3rd party code or content, not limited to CCL.

Issue is classloading and domain handling rules that causes "DLL HELL" in case of mods - "CLASS HELL".
Title: Re: [A12D] Community Core Library v0.12.6
Post by: RWCCLTeam on January 29, 2016, 05:29:07 PM
v0.12.6 Update - It's About Freaking Time!

New features added, lots of code refactored and optimized, new bugs introduced!  (Hopefully not on the last point.)
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Iwillbenicetou on January 29, 2016, 05:33:42 PM
yay! new update :D
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Kaballah on January 30, 2016, 03:56:24 AM
FYI, this update produces an error on startup with Jacob814's glass+lights mod (https://ludeon.com/forums/index.php?topic=14870.0) current version, and I'll post a note in his thread about the same.  Thanks.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Emottaja on January 30, 2016, 01:26:34 PM
Quote from: Kaballah on January 30, 2016, 03:56:24 AM
FYI, this update produces an error on startup with Jacob814's glass+lights mod (https://ludeon.com/forums/index.php?topic=14870.0) current version, and I'll post a note in his thread about the same.  Thanks.
Happened to me as well.
Also caused 1000101's Mine Vein (https://ludeon.com/forums/index.php?topic=16098.0) to not load at all when I loaded my save.
Didn't produce an error though.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: J Rx2 on January 30, 2016, 09:57:24 PM
Ever since the new update CCL wont work for me at all
http://imgur.com/a/QysiU
I've tried activing the CCL after the core and I keep getting an incompatible mod error.
0.12.4 is working for me though
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on January 31, 2016, 03:42:53 AM
Guys, although we really appreciate bug reports, we're going to need some more information. CCL is pretty massive, as are the changes from 0.12.4 to 0.12.6.

If you encounter any kind of errors that you think are related to CCL, please go to <RW install dir>/RimWorld914XXX_data/ and attach the output_log.txt file you find there to a forum post.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: LustrousWolf on January 31, 2016, 05:48:05 AM
Since this mod has been updated, do all the mods that need this also need to be updated to work with 12.6? Or can I just swap it out for 12.4 and continue playing RimWorld?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on January 31, 2016, 11:42:36 AM
Quote from: LustrousWolf on January 31, 2016, 05:48:05 AM
Since this mod has been updated, do all the mods that need this also need to be updated to work with 12.6? Or can I just swap it out for 12.4 and continue playing RimWorld?
We take special care to maintain backwards compatibility (at least within RimWorld update cycles). Any mod that worked with any of the 0.12.x range should work with higher versions of CCL (bugs notwithstanding).

So yes, you can switch out 0.12.4 for 0.12.6.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: LustrousWolf on February 01, 2016, 12:46:12 PM
Quote from: Fluffy (l2032) on January 31, 2016, 11:42:36 AM
Quote from: LustrousWolf on January 31, 2016, 05:48:05 AM
Since this mod has been updated, do all the mods that need this also need to be updated to work with 12.6? Or can I just swap it out for 12.4 and continue playing RimWorld?
We take special care to maintain backwards compatibility (at least within RimWorld update cycles). Any mod that worked with any of the 0.12.x range should work with higher versions of CCL (bugs notwithstanding).

So yes, you can switch out 0.12.4 for 0.12.6.

Thank you for clearing that up :)
Title: Re: [A12D] Community Core Library v0.12.6
Post by: sanya02 on February 04, 2016, 01:08:18 PM
Hi! Help please, can't understand what caused this error? And how to fix it? Where to look for her?

[attachment deleted by admin - too old]
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on February 04, 2016, 06:30:39 PM
Quote from: sanya02 on February 04, 2016, 01:08:18 PM
Hi! Help please, can't understand what caused this error? And how to fix it? Where to look for her?

I'm not seeing anything in that screen shot (the log file would be better to post) which specifically links that to CCL.  Did this happen after updating CCL specifically?  Were there any other changes or modifications which would change the game outside of a CCL update which you did before loading the save game (updating other mods, adding/removing/changing load order of mods)?

The more details you can provide the better (CCL version game was saved with, CCL version you updated to, log file (NOT screen shots), save file, etc).  I have seen those errors before but they are usually linked to objects changing between saves (ie, a mod is updated which changes a game object).
Title: Re: [A12D] Community Core Library v0.12.6
Post by: sanya02 on February 04, 2016, 10:37:30 PM
Thank you! I understand) I changed the value of things in the steel between saves!
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Tumuel on February 05, 2016, 08:02:05 AM
I am having an issue with this, nothing shows up on the research screen when I use this, is that likely to be this mod or something else?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: LustrousWolf on February 05, 2016, 11:47:43 AM
I get this problem, game play is fine so far, just wondering if there is a way to fix it or know what is the cause of the problem?
https://gyazo.com/200bad6d9b09254164324747f0f006fc
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on February 05, 2016, 01:30:16 PM
That looks like a possible installation error.  Did you do a clean install of CCL (deleting the "Community Core Library" and "Community Core Library - Vanilla Tweaks") before installing the new version?  Are you using a modpack which may be including CCL directly?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: LustrousWolf on February 05, 2016, 01:37:30 PM
This fixed the problem, did a clean install like you said, thank you for the very quick response!! :D
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Scrove on February 05, 2016, 08:05:06 PM
Quote from: Tumuel on February 05, 2016, 08:02:05 AM
I am having an issue with this, nothing shows up on the research screen when I use this, is that likely to be this mod or something else?

Yep, having the same issue. Didn't notice it at first as I didn't have a research table built.

https://www.dropbox.com/s/wsr5j3iif2bixgb/output_log.txt?dl=0
Title: Re: [A12D] Community Core Library v0.12.6
Post by: harpo99999 on February 06, 2016, 02:17:16 AM
I also have had the research not showing in 12.6 (had deleted the previous ccl folders before extracting the 12.6) went back to 12.3 (most recent download before the 12.6) after deleteing th ccl folders and all research is working, btw NO mod PACKS, but lots of mods
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on February 06, 2016, 04:00:37 AM
anything useful in the error log?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: harpo99999 on February 06, 2016, 03:07:10 PM
I did not look at the error log, as I was more interested in continuing the game
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on February 06, 2016, 05:09:00 PM
Shame. It would be very helpful for us if next time you could quickly make a copy of the output_log while you restart the game. Can't do much about these kind of bugs if we don't know whats going on!

Title: Re: [A12D] Community Core Library v0.12.6
Post by: Bongfu on February 07, 2016, 06:30:01 PM
I all the sudden got the same error. It is hit or miss if it works or not. It worked all day today, but then all the sudden my research tab was empty upon reloading. I tried with and without mods. Fresh install. Same error.

Here is a screenshot: http://i.imgur.com/ysP7jNK.png
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on February 08, 2016, 03:08:43 PM
Quote from: Scrove on February 05, 2016, 08:05:06 PM
Quote from: Tumuel on February 05, 2016, 08:02:05 AM
I am having an issue with this, nothing shows up on the research screen when I use this, is that likely to be this mod or something else?

Yep, having the same issue. Didn't notice it at first as I didn't have a research table built.

https://www.dropbox.com/s/wsr5j3iif2bixgb/output_log.txt?dl=0

According to that log, you have issues completely unrelated to CCL which need to be resolved first.

I suggest you do a clean install of the game (including removing the local data in your user account) and run it once before installing any mod - CCL or any others.

Clues:
...
Mods config data is from build 727 while we are at build 914. Resetting.
...
Could not resolve cross-reference to Verse.ConceptDef named WorkOverview
...
Failed to load key/value pair: , 0
...


These errors are happening before CCL even begins to be resolved by the game engine and is running any code.  So, any errors arising from a bad install of RimWorld are exactly that.


Quote from: Bongfu on February 07, 2016, 06:30:01 PM
I all the sudden got the same error. It is hit or miss if it works or not. It worked all day today, but then all the sudden my research tab was empty upon reloading. I tried with and without mods. Fresh install. Same error.

Here is a screenshot: http://i.imgur.com/ysP7jNK.png

While playing on the weekend testing my latest changes to the library I had the same error but only while accessing the "All" tab.  The other tabs worked for me without issue.

That being said, you have issues with other mods having bad data which could be causing issues with CCL.  All those yellow warnings are indicators of other issues which need to be resolved before posting issue reports about CCL.  Make sure that no other mods are showing errors or warnings and try again.  If the problem persists, please create a github issue report and attach your output log.


Notes on Issue Reporting

What we need:



Issue Tracker
github (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues)
Title: Re: [A12D] Community Core Library v0.12.6
Post by: MyApplejack on February 14, 2016, 05:04:10 PM
Any fixes known for the research box being blank?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on February 15, 2016, 01:31:39 AM
Restart the game after having opened the mod list. It's a known bug in RW, but right now CCL is hyper-sensitive to it for some reason. We're on it.

If all else fails, you can try falling back on the vanilla research tab with the instructions here;
https://ludeon.com/forums/index.php?topic=17548.msg191198#msg191198
Title: Re: [A12D] Community Core Library v0.12.6
Post by: harpo99999 on February 20, 2016, 02:19:18 AM
finally got around to a very quick test of the ccl version research window errors. attached is a zip containing the log from the game with 12.3 loading the save game and then opening the research window then exitied game to os, and from deleting the 12.3 extracting the 12.6ccl,then running the game, then loading the same save game opening the research window, then exit game to os, note the errors regarding the turret keymapping is due to several turret mods in game. from my quick look at the log it appears to be the advanced research in ccl not initialising causing the cascading errors on open of research window

[attachment deleted by admin - too old]
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on February 22, 2016, 03:05:49 PM
There are several issues according to those logs.

XML error: <buildingDefs><li>TableMachining</li></buildingDefs> doesn't correspond to any field in type AdvancedResearchDef.
...
Exception reading FireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..
...
Exception reading JoyGiversoyster.xml as XML: unexpected end of file. Current depth is 1  Line 12, position 17..
...
Config error in sugarcane: ingestible preferability > NeverForNutrition but socialPropernessMatters=false. This will cause bugs wherein wardens will look in prison cells for food to give to prisoners and so will repeatedly pick up and drop food inside the cell.
...
Key binding conflict: Architect_Security_Turret_ArtilleryBomb and Architect_Security_MilitaryTurretGun are both bound to H
...
bot tried to start doing a null job.


With the possible exception of the last two and definitely with the first one, those could be causing your issues.  The mods you are using aren't A12D compatible and need updates.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: isistoy on February 22, 2016, 03:41:42 PM
Commented some errors I had, which possibly relates to your open issue #57 in git: https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/57
Title: Re: [A12D] Community Core Library v0.12.6
Post by: forumaccount on March 06, 2016, 09:51:13 PM
Just to doublecheck, this mod is probably too big to safely use with an existing save?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on March 07, 2016, 04:15:10 AM
@forumaccount; yes. It does change quite a few things under the hood, but you could always try it and see what happens :P.

Keep in mind though that CCL is first and foremost a modder's library, making things possible/easier for other modders to do. The base mod doesn't actually change anything gameplay related. The vanilla tweaks mod does implement some of the options CCL gives modders into the vanilla game, but mostly it's other mods that will actually use CCL's features and change your game.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: forumaccount on March 07, 2016, 01:19:32 PM
Quote from: Fluffy (l2032) on March 07, 2016, 04:15:10 AM
@forumaccount; yes. It does change quite a few things under the hood, but you could always try it and see what happens :P.

Keep in mind though that CCL is first and foremost a modder's library, making things possible/easier for other modders to do. The base mod doesn't actually change anything gameplay related. The vanilla tweaks mod does implement some of the options CCL gives modders into the vanilla game, but mostly it's other mods that will actually use CCL's features and change your game.

Thanks for the info! I saw a couple neat little mods which asserted that *they* can be added mid-save, but also mentioned that they need this library. I don't want to tempt fate because I'm really having a good time in my game, but I will install this on my next game to ensure I'm ready tor all the little mods that depend on this one!
Title: Re: [A12D] Community Core Library v0.12.6
Post by: isistoy on March 07, 2016, 07:22:57 PM
Public distribute pkg mandatory soon, like .net runtime :D
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Chaotic Skies on March 15, 2016, 06:52:06 PM
I -might- have found what's causing the wierd research error, or at least have a lead on it.

Whenever a save is loaded, this is what the debug log spits out:
(http://imgur.com/Xtm6r6N.png)
I think what's happening is CCL is overriding the research panel, and if there are no mods that add research, it doesn't activate, and the research panel breaks because of it. Or I'm making this stuff up. I don't know.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Fluffy (l2032) on March 15, 2016, 07:16:16 PM
Hmm, technicaly not entirely correct (the message is about 'advanced' research defs, something CCL adds), but I suppose it's possible that that list is not initialized if there are no ard's, which might lead to null errors. Like the spanish inquisition, one should always expect nulls. That would be a bit of a noob mistake, but I'll take any guess at this point.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on March 16, 2016, 03:29:10 PM
If there are no AdvancedResearchDefs (ARDs) a list will still be created but it will be empty.  At the same time, if the list is empty, the ARD controller will go into hibernation as there is nothing for it to do.

The bug in the menu can happen when there are ARDs too, I've had the menu work fine until "mid-game" where I start getting the null reference errors.
Title: Re: [A12D] Community Core Library v0.12.6
Post by: nuschler22 on March 21, 2016, 06:22:53 PM
At this point, is there a fix for the research error, or just wait?

I am at the very beginning of the game, made a research table and it immediately gave me an error.

:)
Title: Re: [A12D] Community Core Library v0.12.6
Post by: 1000101 on March 21, 2016, 06:52:05 PM
We're working on a fix but it's subject to being reliably reproducible which at this point, it's not.  We can't figure out what exactly is triggering it and only encounter it seemingly randomly, additionally; nobody else has been able to tell us how to reliably reproduce it.

There is an open issue (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/57) for it in the github issues tracker (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues), but we need more info.

It's not that we don't know about it or don't care about it, we just can't find the root cause of it.  :-\
Title: Re: [A12D] Community Core Library v0.12.6
Post by: nuschler22 on March 21, 2016, 07:27:23 PM
No problem.  Thanks for the update.

I restarted RW and it's working fine.

Also, I don't know much about mods/programming, but it was an endless, reoccurring issue.  You may already know that though.  What I mean by that is that it wouldn't allow me to close the error window and it counted endlessly on the left hand side of the error. 

:)
Title: Re: [A12D] Community Core Library v0.12.6
Post by: TheSilencedScream on March 28, 2016, 03:06:28 AM
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?
Title: Re: [A12D] Community Core Library v0.12.6
Post by: Emottaja on March 28, 2016, 03:54:25 AM
Quote from: TheSilencedScream on March 28, 2016, 03:06:28 AM
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?

the research not showing bug happened to me as well, but here is how i managed to somehow fix it.

1. disable ALL the mods you have (don't touch core) and close the game
2. reopen the game and enable only CCL and then close the game again
3. reopen the game again and enable the rest of your mods, then close the game yet again
4. reopen the game a third time and now it should hopefully manage to load your mods correctly.

might have something to do with the thing that the game doesn't load all assets unless you reopen the game exe for some reason
and it might have left some unneeded data from the previous install? (I'm mostly quessing here, but it worked for me)  :P
Title: Re: [A12D] Community Core Library v0.12.6
Post by: TheSilencedScream on March 29, 2016, 06:43:47 PM
Quote from: Emottaja on March 28, 2016, 03:54:25 AM
Quote from: TheSilencedScream on March 28, 2016, 03:06:28 AM
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?

the research not showing bug happened to me as well, but here is how i managed to somehow fix it.

1. disable ALL the mods you have (don't touch core) and close the game
2. reopen the game and enable only CCL and then close the game again
3. reopen the game again and enable the rest of your mods, then close the game yet again
4. reopen the game a third time and now it should hopefully manage to load your mods correctly.

might have something to do with the thing that the game doesn't load all assets unless you reopen the game exe for some reason
and it might have left some unneeded data from the previous install? (I'm mostly quessing here, but it worked for me)  :P

I appreciate the assist, but this did not fix it for me.
Title: Re: [A12D] Community Core Library v0.12.7
Post by: RWCCLTeam on March 31, 2016, 01:47:55 PM
v0.12.7 - Automated

Final release before Alpha 13.

This is a huge update for CCL, it unlocks various internal hard-coded references to allow modders to create new doors, research benches, comms, alcohol and automated factories.  All of which will be automagically "seen" by the game engine with no special coding required (we did all the hard work for you).

Many bugs were fixed and the library should be more responsive in certain situations.  For users who are still having issues with the enhanced research menu (we're trying to find the cause, really!), there is an optional "downgrade" mod to restore the vanilla research menu.  However...

Fluffy has added his Research Tree (optional mod to be enabled after the library core)!  This will display a graphic tree of all research and allow queuing of research projects.  This addition is pretty freaking awesome in my (1000101) opinion.  Note, this will add queuing information to your save game once enabled.
Title: Re: [A12D] Community Core Library v0.12.7.1
Post by: RWCCLTeam on April 01, 2016, 01:56:53 PM
v0.12.7.1 - Small MCM Change

This is a small update to allow modders to specify additional data for their MCM in xml.
Title: Re: [A12D] Community Core Library v0.12.7.2
Post by: RWCCLTeam on April 02, 2016, 03:04:44 PM
v0.12.7.2 - Bug Fixes

Two bug-fix releases in two days!  Hopefully this will be the last one, sometimes you just miss something small until after a product ships.

Additionally, for modders, adds two examples (facility injection and trader kind (stock generator) injection).
Title: Re: [A12D] Community Core Library v0.12.7.2
Post by: MechanoidHater on April 16, 2016, 07:07:48 AM
Whats the progress on alpha 13 update?
Title: Re: [A12D] Community Core Library v0.12.7.2
Post by: 1000101 on April 16, 2016, 11:55:17 AM
It's currently being tested by modders and the (hopefully) last of the bugs are being squashed.

Please don't ask about it's status, it will be ready when it's ready.  The reason this thread was locked and the big bold "We're working on it" message in the OP was to reflect this.  That the thread has been unlocked should be an indication it will be ready soon.
Title: Re: [A13] Community Core Library v0.13.0
Post by: RWCCLTeam on April 17, 2016, 12:04:12 PM
v0.13.0 - Alpha 13 Update

At long last, the Alpha 13 update is ready for public consumption!

See the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/75) for full details on changes.
Title: Re: [A13] Community Core Library v0.13.0
Post by: eatKenny on April 17, 2016, 12:12:30 PM
sweeeeeeet!
Title: Re: [A13] Community Core Library v0.13.0
Post by: Justas love on April 17, 2016, 07:11:10 PM
Does this fix the research bug?
Title: Re: [A13] Community Core Library v0.13.0
Post by: WHiZ on April 17, 2016, 07:47:44 PM
for the vanilla add-on, can you make it so that vital monitors don't take any power unless there is a patient in the attached bed?
Title: Re: [A13] Community Core Library v0.13.0
Post by: 1000101 on April 17, 2016, 09:22:53 PM
Please use our github issues tracker for bugs and feature requests.  No bugs or feature requests will be addressed on the forums.
Title: Re: [A13] Community Core Library v0.13.0
Post by: skyarkhangel on April 18, 2016, 10:32:59 AM
Weee!! Thank you, E! :)
Title: Re: [A13] Community Core Library v0.13.0
Post by: Florius on April 18, 2016, 12:38:24 PM
Awesome, thanks  for the update!
Title: Re: [A13] Community Core Library v0.13.0
Post by: joshwoo69 on April 18, 2016, 10:09:14 PM
*squeals* yay! now time to update vas's mods :P
Title: Re: [A13] Community Core Library v0.13.0
Post by: bigmap on April 19, 2016, 12:29:09 AM
Thanks
Title: Re: [A13] Community Core Library v0.13.0
Post by: duduluu on April 20, 2016, 05:26:06 PM
Why CCL cannot load the <researchPrerequisite> in RecipeDefs?
it cause compatibility issues with other Mods which have <researchPrerequisite> in RecipeDefs
this trouble also in A12 and A13
Title: Re: [A13] Community Core Library v0.13.0
Post by: 1000101 on April 20, 2016, 05:53:12 PM
Quote from: duduluuWhy CCL cannot load the <researchPrerequisite> in RecipeDefs?
it cause compatibility issues with other Mods which have <researchPrerequisite> in RecipeDefs
this trouble also in A12 and A13

I was unaware there was an issue with this.  Can you point me to a mod has this issue?  I haven't come across any that cause any problems in this regard.
Title: Re: [A13] Community Core Library v0.13.0
Post by: RemingtonRyder on April 21, 2016, 12:21:32 AM
Um, I think this is because the tag has changed in A13, it's now <researchPrequisites>
Title: Re: [A13] Community Core Library v0.13.0
Post by: RemingtonRyder on April 21, 2016, 06:20:29 AM
I was trying out a mod which overwrote the default Wall def. All I did was add an extra DamageMultiplier.

Without CCL in the mod list, this works as usual. But with CCL, walls become like art - they can be uninstalled and reinstalled.
Title: Re: [A13] Community Core Library v0.13.0
Post by: 1000101 on April 21, 2016, 12:18:18 PM
CCL does nothing with the walls.  There is an example in the modders resource which affects walls, but I doubt you're using that nor does have anything to do with art.
Title: Re: [A13] Community Core Library v0.13.1
Post by: RWCCLTeam on April 21, 2016, 12:30:12 PM
v0.13.1 - Features and Fixes, Fixes and Features

Fixes some issues reported, adds an auto-replace CompGlowerToggleable which has a "Lit" property (like in previous alphas), Inter Mod Communication (for communicating between mods without an explicit dependency).

For full details of additions, changes and fixes, see the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/80).
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 21, 2016, 01:33:48 PM
Small fix for the v0.13.1 update

Changes the version in "about.xml" to reflect the update.  Does not change anything functional, this is merely cosmetic but may cause confusion when in the mod menu.
Title: Re: [A13] Community Core Library v0.13.1
Post by: Slowtapus on April 22, 2016, 07:01:36 AM
I've noticed an odd bug and am not 100% sure what causes it. However at times the CCL Vanilla hoppers get replaced by the vanilla ones.

It seems like it might be any time you load a game with different mods than you have previously. As in if you start a game with CCL Vanilla and then later add a mod that doesn't do anything to hoppers. I'm not 100% that this is the cause but it certainly seems like it.

I should clarify. It seems like all the CCL vanilla features vanish. Since the power draw part vanishes as well.
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 22, 2016, 01:27:58 PM
@Slowtapus

Would need to see your modsConfig.xml and output_log.txt before any determination could be made as to the problem.

Replacing CCLs hoppers with vanilla would be a good magic trick as they are completely different objects with completely different properties.  The only similarity is the human readable strings (ie, "hopper") and that they are storage buildings.


@pestilenz

First part of my response is the same as above regarding modsConfig.xml and output_log.txt.

Second part is dependant on what I find in said files.


@everyone

Please do due diligence when reporting potential issues as to not clutter up the forum.  Due diligence involves:

a) Confirm there actually is a bug which includes:
b) After you have confirmed that there is a bug and not just a mod conflict, attach your modsConfig.xml and output_log.txt to the report you file in our issues tracker (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues), NOT HERE, as we have repeatedly asked.

Sorry if a sound like a jerk, but we want to separate real bugs from junk bugs and keep the forum some what clear of bug reports anyway.  We have an issue tracker for bugs and feature requests, it is important to use it so they can be easily tracked without getting lost.  Further, they can be directly linked to the commit which fixes/implements them and will show up on our commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/80) when we do releases (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases).
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 22, 2016, 03:57:53 PM
READ THIS BEFORE REPORTING ERRORS

CCL has been updated for Alpha 13, but any mod which has an assembly (DLL) needs to be recompiled against the new alpha version and CCL version.

There are many issues with DLLs and alpha updates including but not limited to:
Do not use any mod with an assembly (DLL) from previous alpha versions until the mod has been updated for the new alpha.  It will not work and will only lead to bogus reports.  I've already had to deal with this, I don't wish to deal with more.

If you see an error like this in your output_log.txt (Player.log on MacOS), then it because you are trying to use a mod from an earlier alpha which is not compatible.
=> System.TypeLoadException: Could not load type 'CommunityCoreLibrary.SpecialInjector' from assembly 'Community Core Library, Version=0.12.2.0, Culture=neutral, PublicKeyToken=null'.
Although the above error is specific to CCL, if you see a simalarily formatted message, that's the issue - It's not compatible with the current alpha.
Title: Re: [A13] Community Core Library v0.13.1
Post by: hwfanatic on April 23, 2016, 12:18:19 PM
What exactly is the purpose of hydroponics basin power cycling?
Title: Re: [A13] Community Core Library v0.13.1
Post by: jacob814 on April 23, 2016, 10:28:30 PM
I am failing to see the error in my mod (https://github.com/jacob814/Glass_N_Lights/releases) using the advance research from this mod. In the past I haven't had an issue but alpha 13 update CCL won't work correctly, or it isn't showing an error when it should?

My colored ceiling lights should only be unlocked after the vanilla colored research and my mod's research. I haven't changed any of my code, does advance research for CCL work differently? I wouldn't have come here without spending a few hours trying to figure it out myself.

If this is the DDL error you have 2 posts above then I am blind. With my mod loaded with CCL, I get no error you're describing. There should be an error...
Title: Re: [A13] Community Core Library v0.13.1
Post by: Simulacrum0 on April 23, 2016, 10:55:09 PM
Can you make it so smelted products is usable by Automated Factory, a automated smelter and recycler would so helpful.
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 24, 2016, 03:09:28 PM
@jacob814

There shouldn't be an issue, based on what I see in your mod.  I'll give it a try though.  That being said, as of A13 ThingDefs can have multiple researchPrerequisites which makes CCL redundant for your usage.

@Simulacrum0

All you need to do is create a recipe which mimics the smelting process.  That is basically what the automated stonecutter example does - instead of a single recipe which has a variable output, there are recipes for each stone type.  While this isn't the best solution for weapons, for slag chunks it will work fine.  Adding variable output recipes is on the to do list but isn't at the top of.  ;)
Title: Re: [A13] Community Core Library v0.13.1
Post by: Simulacrum0 on April 24, 2016, 04:04:15 PM
@1000101
this is the recipe i have for armor
<RecipeDef>
    <defName>AutomatedArmourRecycling</defName>
    <label>Recycle Armour.</label>
    <description>Dismantle armor for materiel.</description>
    <jobString>Recycle Armour.</jobString>
    <workAmount>1800</workAmount>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Armour</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <specialProducts>
      <li>Smelted</li>
    </specialProducts>
  </RecipeDef>
in game it give a errors saying it has no products.
and you cant mimic smelting with a products <____>2</____> recipe since the game does not count stuff items as a thingdeff, a cloth parka is just a parka and even if it did i would then have to make 1 recipe for every item for every stuff it can be made from that's 40 for parkas alone.
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 24, 2016, 04:29:53 PM
@Simulacrum0

Yes, as I outlined above, for smelting weapons/armour/apparel the system isn't ideal as it would require a recipe for each.  Also, currently Building_AutomatedFactory only allows a small subset of recipe tags, <specialProducts> is not in that list.  Please refer to the documentation (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/development/_Mod/Modders%20Resource/Def%20Descriptions/ThingClass/Building_AutomatedFactory.xml) as to what is allowed and what the restrictions are.  Specifically:
QuoteThe only recipe tags which are relevant are as follows:
        defName
        label
        description**
        jobString***
        allowMixingIngredients
        ingredients
        fixedIngredientFilter
        defaultIngredientFilter
        products
        workAmount
All other tags will be ignored and if certain tags are missing, an error will be thrown.

Quote from: 1000101Adding variable output recipes is on the to do list but isn't at the top of.
Title: Re: [A13] Community Core Library v0.13.1
Post by: jacob814 on April 24, 2016, 05:59:48 PM
Hm... Did not see that in the change notes.. will take a look, thankyou. :D
Title: Re: [A13] Community Core Library v0.13.1
Post by: hwfanatic on April 24, 2016, 08:55:06 PM
Quick search found nothing. I'll continue tommorrow, but for now I'll leave this here and maybe somebody will recognize it.

CCL tweaks stopped working. Something about DetourInjector. Persists without all the other mods as well.

Community Core Library :: Injection Controller :: Initialization :: Errors during injection
Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object


Log: http://pastebin.com/raw/jeqbZ6mj
Save: http://www66.zippyshare.com/v/5oimmjrJ/file.html

Title: Re: [A13] Community Core Library v0.13.0
Post by: Rock5 on April 24, 2016, 10:56:53 PM
Quote from: MarvinKosh on April 21, 2016, 06:20:29 AM
I was trying out a mod which overwrote the default Wall def. All I did was add an extra DamageMultiplier.

Without CCL in the mod list, this works as usual. But with CCL, walls become like art - they can be uninstalled and reinstalled.
Something like this happened to me. I'm assuming you didn't include the base def. Try including it. That fixed it for me.
Title: Re: [A13] Community Core Library v0.13.1
Post by: hwfanatic on April 25, 2016, 10:18:30 AM
I'm really sorry for reporting on the forums. I was tired and didn't read the instructions. :-(

It turns out it is an incompatible mod called "M&Co. MiningHelmet". Once removed and the game client restarted, it works fine.
Title: Re: [A13] Community Core Library v0.13.1
Post by: LustrousWolf on April 25, 2016, 01:19:14 PM
I keep getting this repeating error. Any fixes? :o

https://gyazo.com/0fc45ea4640737d6b1b7c94e4a5c381b
Title: Re: [A13] Community Core Library v0.13.1
Post by: 1000101 on April 25, 2016, 04:07:23 PM
@LustrousWolf

That tells me nothing.  As REPEATEDLY said, no screen shots.  They are useless.  Please send or caption the relevant section of your output_log.txt/Player.log.


@Everybody

Before jumping into any given mod thread, look through your log file for the first mod which has an error, be in a missing assembly class, xml error - anything.  Always work down from the top, not the bottom up.  The first mod which has an error can cascade down into other mods as the game state will already be corrupt when those mods load.

Eg, mod 'Snibbits Plus' references "BaseBuilding" but never defines it.  The mod author of 'Snibbits Plus' is incorrectly referencing an abstract definition which they don't have access to.  This may cause errors in mods loaded after it in the load order as the game state is now corrupt.

The core game should actually be more stringent when validating the xml, but it only throws some silent warnings when it should be throwing fatal errors.  CCL is especially sensitive to bad xml and errors in mods.

Always scan your log file starting at the top, not the bottom.  Resolve issues starting at the top and only report an issue to the next mod author in the list AFTER the issues with the current mod is resolved.
Title: Re: [A13] Community Core Library v0.13.1
Post by: WHiZ on April 25, 2016, 10:48:29 PM
I'm not noticing the low power mode working with the ccl vanilla addon in a13. I've watched the cook stoves, the power doors, and the new vital monitor power draws, and they never seem to go down. Unsure if they were just reporting the higher value but drawing smaller #s i added up the total draws on all power equipment on a new build and it seems consistent with them not going into low power mode. can anyone else test to confirm if what i'm seeing is indeed a real problem for them too?
Title: Re: [A13] Community Core Library v0.13.1
Post by: hwfanatic on April 26, 2016, 03:34:49 AM
@WHiZ I had this happen as a result of collision with other mod. Check your log for errors. Try with only CCL and CCL Tweaks enabled and don't forget to restart the game after you change anything in the mods menu.
Title: Re: [A13] Community Core Library v0.13.1
Post by: ORCACommander on April 26, 2016, 11:44:13 AM
well this started happening on reloading my save. If I rebuild the 3 tables mentioned the error goes away. Spams every second or so

Exception ticking TableMachining1465321: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception ticking ElectricSmelter1467090: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception ticking ElectricCrematorium1469410: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Mod Load order:

<li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>ED-LaserDrill</li>
    <li>Industrialisation</li>
    <li>GlitterTech</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-Embrasures</li>
    <li>ED-Plant24H</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-Shields</li>
    <li>RepairBench</li>
    <li>More Factions Spawn</li>
    <li>Bulk_Meals</li>
    <li>PersonalShieldMKII-master</li>
    <li>PowerArmourMKII-master</li>
    <li>PowerSwitch</li>
    <li>MeteoriteEvent-MeteoriteEvent1.1</li>
    <li>RazorRain-RazorRain1.1</li>
    <li>Hospitality</li>
    <li>VeinMiner</li>


Save file has been uploaded

[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.1
Post by: jackarbiter on April 26, 2016, 12:15:04 PM
Quote from: WHiZ on April 25, 2016, 10:48:29 PM
I'm not noticing the low power mode working with the ccl vanilla addon in a13.

Go in with the debugging option on and see if you don't get the same error log other people are getting with the lowpowertick. I was getting the same error loading a map last night (machining bench) with just CCL, CCL vanilla tweaks, and Combat Realism 1.6.0, but I didn't want to report it here in case it was the new CR. But apparently orca is having the same problem without CR. My current debug log doesn't have the info, but it looked the same as orca's at the time.
Title: Re: [A13] Community Core Library v0.13.1
Post by: Rock5 on April 27, 2016, 09:46:08 AM
In my last game I quite often saw errors regarding colonists relaxing. I didn't report anything because I had various mods that I thought could be contributing to it. But now I was just mucking around in god mod and passing time when I got one of these errors. I don't have many mods loaded so I feel confident saying it might be CCL so I'm reporting it now.

(https://ludeon.com/forums/index.php?action=dlattach;topic=16599.0;attach=12587)

[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.1
Post by: Lumaan on April 27, 2016, 12:19:40 PM
Just going to post this to help the CCL team and let others know how to report bugs on CCL *Have see a few time CCL team ask about it*
Post #2 in this thread: https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403
QuoteBug Reporting

What we need:

    You to use the github issues tracker.  Going forward, issue reports on the forums will be directed to the issues tracker.  Using the forums, issues can be lost.  Help us by using the issues tracker.

Report A Bug
GitHub Issue Tracker (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues)
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RWCCLTeam on April 27, 2016, 02:59:23 PM
v0.13.1.1 - Bug Fixes

This is just a bug fix release resolving a few issues - mainly with social relaxing and game loading.

As usual, refer to the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/87) for full details.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: darkrage000 on April 27, 2016, 03:24:18 PM
Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

d3d: failed to create 2D texture id=2719 w=1022 h=1015 mips=11 d3dfmt=21 [invalid call]
Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
   Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
   Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Injection Controller :: Initialization :: Errors during injection
   Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on April 27, 2016, 03:55:21 PM
I haven't used EdB mod order in a long time, will download and test.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on April 28, 2016, 02:17:17 PM
Ok, I tested EdB's mod order with CCL last night and could not trigger this error.

Many people are reporting in many threads that CCL has bugs/errors/incompatibilities.  I'd like to point out that CCL is virtually bug free at this point and is made in a way to be as compatible as possible with all mods.

Most issues people are having are direct result of certain mods which have errors and CCL chokes as a result.  This is NOT an issue with CCL, it's an issue with those mods and they are causing problems with CCL.

ALWAYS look at your output_log.txt/Player.log and see what mods are throwing errors or warnings before assuming CCL is at fault.  Currently, one of the major issues floating around is with bad xml as noted in this (https://ludeon.com/forums/index.php?topic=19499.0) post.  Some mods even have errors with their own assemblies;

eg, AutoEquip (version tested: a13v003 (22/04/2016)):
NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.MapComponent_AutoEquip.get_Get () [0x00000] in <filename unknown>:0

  at AutoEquip.ModInitializerBehaviour.FixedUpdate () [0x00000] in <filename unknown>:0


Or haven't been updated for the new alpha and CCL version (such as Storage Search).

Using these mods while they have errors and bugs means that you assume a certain level of responsibility, including but not limited to not qualifying to post error and bug reports in any thread or about any mod except for the mod with the error.  Errors and warnings appearing after the first could be a direct result of that first error.

Please use common sense when dealing with bugs and errors.  Look through the output log from the top-down and not bottom-up.  The first error encountered needs to be fixed first, this may mean not using that mod until the issue is resolved.  Once all issues have been resolved and CCL still throws an error, then feel free to report it.  Until you do your due diligence, you will be reporting a junk/bogus report.

Remember, use the attachment option and add the full output log (it's a text file, not a screenshot), don't just a post a small section.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: falcongrey on April 29, 2016, 06:27:42 PM
Quote from: darkrage000 on April 27, 2016, 03:24:18 PM
Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

d3d: failed to create 2D texture id=2719 w=1022 h=1015 mips=11 d3dfmt=21 [invalid call]
Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
   Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
   Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Injection Controller :: Initialization :: Errors during injection
   Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0

I get this error every start up... with or without EdB installed.  Do you by chance also use Pawn State Icons? (The one updated to A13?)
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: hasu on May 01, 2016, 12:22:39 PM
My language does't work with CCL ;<
Font in game disappears
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 03, 2016, 12:06:06 PM
Does your log have any errors?  CCL doesn't do anything with or to languages.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RemigiuszL on May 04, 2016, 03:06:15 PM
Is there a temporary solution to the disappearing menu?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fluffy (l2032) on May 05, 2016, 02:00:39 AM
restart the game after messing with the mod menu. ALWAYS restart the game after adding, removing mods, and even after just looking at the mod list. That also goes for changing languages.

Everytime something weird happens with mods, your first reaction should be to look at the mod list, and make sure it's correct. Next step is to restart the game, so that the game has a nice clean fresh canvas to load your mods onto.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: caekdaemon on May 05, 2016, 03:02:24 AM
Well, this is embarassing, but I seem to have a problem with CCL :( I've been trying to use the new, patched version of RedistHeat, and I'm getting an error with the ducts not connecting to one another - I'm not a programmer and I'm awful with coding, but a glance at my debug file after loading the game shows an error with CCL right near the top of my debug file. I managed to fix the problem with RedistHeat by starting a new world, but this error remains:

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.5850]
    Renderer: NVIDIA GeForce GTX 950
    Vendor:   NVIDIA
    VRAM:     1970 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.064 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1680x1050 59Hz; virtual: 1680x1050 at 0,0
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0DCBD810 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DCBD810.dll
Non platform assembly: data-0DD78018 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DD78018.dll
Non platform assembly: data-0D9336E0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0D9336E0.dll
Non platform assembly: data-0DA8B6B8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DA8B6B8.dll
Non platform assembly: data-0DDB7FB8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DDB7FB8.dll
Non platform assembly: data-0DE01C18 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE01C18.dll
Non platform assembly: data-0DE08FD0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE08FD0.dll
Non platform assembly: data-0DE0BF68 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE0BF68.dll
Initialized the EdB Prepare Carefully mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DE37F78 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE37F78.dll
Non platform assembly: data-0DE3CB88 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE3CB88.dll
Non platform assembly: data-0DE4C040 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE4C040.dll
Non platform assembly: data-0DE5D118 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE5D118.dll
Non platform assembly: data-0DE64D48 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE64D48.dll
NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.MapComponent_AutoEquip.get_Get () [0x00000] in <filename unknown>:0

  at AutoEquip.ModInitializerBehaviour.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Non platform assembly: data-0DEABA98 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEABA98.dll
Non platform assembly: data-0DEC4008 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEC4008.dll
Non platform assembly: data-0DEC8010 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEC8010.dll
Non platform assembly: data-0DED5A48 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DED5A48.dll
Non platform assembly: data-0D0D9010 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0D0D9010.dll
Non platform assembly: data-0DF0CFE8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DF0CFE8.dll
Non platform assembly: data-0DF1E000 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DF1E000.dll
MapComponentInjector: initializing for RTMadSkills.MapComponent_RTSkillIncreaser

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in DynChair: DynChair has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in Carbonsuit: Carbonsuit has duplicate thingCategory Apparel.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in DynChair: DynChair has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in Carbonsuit: Carbonsuit has duplicate thingCategory Apparel.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at Things/Projectile/Rocket/Rocket in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1
LT_RedistHeat :: ModHelperDef :: Passed validation, requesting v0.13.1
SkilledBuilder :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Rimfire 2.0 :: ModHelperDef :: Passed validation, requesting v0.13.0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Errors during injection
Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)



I'm using CCL and its optional fixes, with every other mod coming after the two of them, but just in case I've ran into a common compatibility error or something, here's my mod load list from my ModsConfig.xml file.

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>
    <li>Apparello</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GlitterTech</li>
    <li>Powerless! v1.52</li>
    <li>RimPharma v2.11</li>
    <li>Soda Brewing v1.50</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>More Furniture</li>
    <li>Mending</li>
    <li>Daylight Sensors v1.00</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.00</li>
    <li>EdBPrepareCarefully</li>
    <li>Turrets Pack</li>
    <li>Hospitality</li>
    <li>AutoEquip</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SkilledBuilder</li>
    <li>Rimfire 2.0</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>Mad Skills</li>


And I know you like bug reports like this to be submitted to github, but I've never used github before for anything other than downloading before and I have no idea how to submit an issue :'(
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: skullywag on May 05, 2016, 03:11:52 AM
CCL is very sensitive to other mods being fubared. You have mods in your setup that are not right. All that stuff about null thing class for dynchairs and stuff needs fixing.

Plus the logs you have on the redistheat thread show all kinds of problems with some joy/training objects and stuff. Trim your modlist down and add mods until you see an error, fire those errors at the mod author and they will come here if the issue is CCLs.

Title: Re: [A13] Community Core Library v0.13.1.1
Post by: caekdaemon on May 05, 2016, 04:13:57 AM
Quote from: skullywag on May 05, 2016, 03:11:52 AM
CCL is very sensitive to other mods being fubared. You have mods in your setup that are not right. All that stuff about null thing class for dynchairs and stuff needs fixing.

Plus the logs you have on the redistheat thread show all kinds of problems with some joy/training objects and stuff. Trim your modlist down and add mods until you see an error, fire those errors at the mod author and they will come here if the issue is CCLs.
Ah, alright then! :) I best go and send a few messages then; i believe the dynchair comes from Glitter Tech, and I know what the training objects mod is, I've just got to find the thread, first :p
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Kaballah on May 05, 2016, 01:28:39 PM
I suggest you guys to add a generic water object, and then encourage modders to use that (e.g. Skullywag and Cupropanda both have a water commodity that's basically identical, just with a different internal name).
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: deltasquad22 on May 05, 2016, 07:44:44 PM
Apologies in advance if I missed something or am just being stupid and asking a question thats been answered somewhere else or anything along those lines.

Recently, I have have been dying for a research queue mod and the only thing I have found is an old post by Fluffy back in February saying that it was basically done and all he had to do was wait for CCL to update. So I assumed it would just be in his modlist but all I found was ResearchInfo (not sure if they are the same thing or not) which was integrated into CCL in the A13 version. So I am curious as to if its actually a thing or not? And if it is could someone point me to it because I cannot find it within the mod page or within the mod itself. Perhaps I am missing something somewhere along the way or something but idk. I just want a research queue. So yeah thank you for the help (and sorry for the length paragraph)
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 05, 2016, 08:06:23 PM
The Enhanced Research Menu and Research Tree mods were part of CCL in A12.  Fluffy has decided to discontinue the Enhanced Research Menu in A13 and turn the Research Tree into a separate mod.

I've been hounding him about getting the Research Tree done.  He's pulled the code from CCL so I assume it's in the works.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: deltasquad22 on May 05, 2016, 08:13:55 PM
Ohhhh okay. Thank you for letting me know. Now I must endure until its released. :3
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Shikareth on May 07, 2016, 06:52:24 PM
Ok. I may be dumb but tell me what i'm doing wrong. Installing ONLY CCL -> activating in mods menu -> puff.. no menu buttons. -> alt+F4 -> restart -> same story, no menu.  :-\
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RemigiuszL on May 09, 2016, 12:55:55 AM
The same problem. Sometimes I instal mod loader, restart, add CCL on FIRST place (CCL, Core, Mod Loader) and SOMETIMES it's working... but after restart - POOF and no menu again...
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Lumaan on May 09, 2016, 02:06:27 AM
Quote from: RemigiuszL on May 09, 2016, 12:55:55 AM
The same problem. Sometimes I instal mod loader, restart, add CCL on FIRST place (CCL, Core, Mod Loader) and SOMETIMES it's working... but after restart - POOF and no menu again...
If that's your load order? Has to be "Core, CCL, (And all the other mods)", never load anything before "Core".
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RawCode on May 09, 2016, 02:28:36 AM
loadorder have no effect on menu injection.

1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Lumaan on May 09, 2016, 03:15:05 AM
Quote from: RawCode on May 09, 2016, 02:28:36 AM
loadorder have no effect on menu injection.

1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here
*Note to self: Test before spreading wrong info* :( Sorry for wrong info.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Krutchen on May 09, 2016, 09:12:55 PM
So, i'm having a problem with my tech tree changes. I'm trying to hide Electric Smelting and Machining, but I seem to get errors when I open the research menu if I hide the researches through advanced research. Maybe there's a few dependencies somewhere, but i'm not sure, because it's working with smithing without causing these problems.

I start by swapping the researches that would require cremation over to a different research req, but that doesn't seem to solve any of the problems I am having.

    <AdvancedResearchDef>
        <defName>SmeltingToMetalII</defName>
        <Priority>-1</Priority>
        <researchDefs>
<li>MetalII</li>
        </researchDefs>
        <effectedResearchDefs>
<li>ElectricCremation</li>
        </effectedResearchDefs>
    </AdvancedResearchDef>

    <AdvancedResearchDef>
        <defName>ResearchHiding</defName>
        <Priority>2</Priority>
        <HideDefs>true</HideDefs>
        <researchDefs>
        </researchDefs>
        <effectedResearchDefs>
<li>Smithing</li>
<li>ElectricSmelting</li>
        </effectedResearchDefs>
    </AdvancedResearchDef>


Do you guys think it's some form of dependency issue? I have also changed the requirements for the electric smelter via ModHelper.xml

            <li>
                <menuHidden>true</menuHidden>
                <designationCategory>Production</designationCategory>
                <targetDefs>
                    <li>ElectricSmelter</li>
                </targetDefs>
<researchPrerequisites>
<li>MetalIII</li>
</researchPrerequisites>
            </li>


Anyways, the error that's happening is as follows:

Exception filling window for RimWorld.MainTabWindow_Research: System.StackOverflowException: The requested operation caused a stack overflow.

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0
Title: Re: 3 - User Info
Post by: Galvenox on May 10, 2016, 07:32:10 AM
Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PM
What the "Vanilla Tweaks" mod offers

Power Savings
Most buildings will not draw power when they are not in use. This includes the cookstove, television, etc but will remain connected to the power grid. Some exceptions include the comms console which always draws full power.

is there a way to make custom buildings (added by other mods) save power like that?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fluffy (l2032) on May 10, 2016, 08:40:35 AM
CompLowIdleDraw iirc. Look at the modders' release examples.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Galvenox on May 10, 2016, 09:36:10 AM
Quote from: Fluffy (l2032) on May 10, 2016, 08:40:35 AM
CompLowIdleDraw iirc. Look at the modders' release examples.

right... I have no idea what you're talking about unfortunately, I don't know how to mod whatsoever. I would like to learn though. what should I do exactly?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 10, 2016, 01:46:57 PM
Quote from: Galvenoxright... I have no idea what you're talking about unfortunately, I don't know how to mod whatsoever. I would like to learn though. what should I do exactly?

First, download the modders release of CCL then;  open your text editor, such as NotePad (or any of the freely available much better text editors from the internet) and then...

Quote from: Fluffy (l2032)Look at the modders' release examples.

It's xml, it's as easy as it gets.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Krutchen on May 13, 2016, 01:55:52 AM
Quote from: Krutchen on May 12, 2016, 11:28:57 PM
Well, I've been playing around with embrasures and seeing what's going on and why enemies won't fire through them. It appears as though the deciding factor is or not a raider sees ANYONE outside. If everyone is inside, ie if there's a door between the raider and the target, they won't fire, but the moment the raiders can detect anyone outdoors, they will start firing through embrasures. This is really strange, but i'm going to see if I can find a way around any of this.

So, I posted this in the Combat Realism thread. Would it be possible to make it so AI can detect people that are behind doors and whatnot? Because the big problem is, as I said in the CR thread, that once someone is closed off behind a door, raiders don't target them. Normally, this wouldn't be a problem, but if you have any mods add things like Embrasures, or windows, this can create a serious imbalance, your colonists can easily pop off shots at people with now threat to themselves whatsoever.
Would one need to make a detour for letting raiders fire through or at embrasures whilst someone is behind a door?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: skullywag on May 13, 2016, 03:18:30 AM
We would need to find where that weakness in the AI code is first. Its probably in the selectbesttargetfor or whatever. Ill have a look and see if i cant find the cause of this.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Krutchen on May 13, 2016, 04:36:12 AM
Quote from: skullywag on May 13, 2016, 03:18:30 AM
We would need to find where that weakness in the AI code is first. Its probably in the selectbesttargetfor or whatever. Ill have a look and see if i cant find the cause of this.

Right on, Skullywag, thanks for the timely reply. Just a matter of hunting through the source code now, eh?
Do you think if ((byte)(flags & TargetScanFlags.NeedReachable) != 0) within Verse.AI > AttackTargetFinder may be the culprit?

if (AttackTargetFinder.HasRangedAttack(searcher))
{
AttackTargetFinder.tmpTargets.Clear();
List<IAttackTarget> potentialTargetsFor = Find.AttackTargetsCache.GetPotentialTargetsFor(searcher);
for (int i = 0; i < potentialTargetsFor.Count; i++)
{
AttackTargetFinder.tmpTargets.Add((Thing)potentialTargetsFor[i]);
}
if ((byte)(flags & TargetScanFlags.NeedReachable) != 0)
{
Predicate<Thing> oldValidator = predicate;
predicate = delegate(Thing t)
{
if (!oldValidator(t))
{
return false;
}
if (searcherPawn != null)
{
if (!searcherPawn.CanReach(t, PathEndMode.Touch, Danger.Some, false, TraverseMode.ByPawn))
{
return false;
}
}
else if (!searcher.Position.CanReach(t, PathEndMode.Touch, TraverseParms.For(TraverseMode.NoPassClosedDoors, Danger.Deadly, false)))
{
return false;
}
return true;
};
}
Thing result = GenClosest.ClosestThing_Global(searcher.Position, AttackTargetFinder.tmpTargets, maxTargDist, predicate);
AttackTargetFinder.tmpTargets.Clear();
return result;
}


appears to be checking if a ranged weapon user can physically reach the target, which sounds a lot like what the problem I was having is. If there's a blockage, like say, a door, but if searcherpawn is null it does a second check whilst ignoring the doors?
Hold on though, that doesn't make that much sense to me though - Why would a ranged weapon user need to be able to actually reach the target? There's checks in place for line of sight already, and with the CR LaunchProjectile there's checks for cover height and whatnot as well. Shouldn't searcherPawn.CanReach be reserved for melee based attackers instead, since they're the ones that actually need to reach the target, or is this static named incorrectly?

Unless i'm reading into this incorrectly, could changing this make it so that ranged attackers can target through objects?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Krutchen on May 13, 2016, 06:43:26 AM
Update, I did it. Hell to the yeah.
Put the detour in with combat reality, now i'm faced with the problem of enemies shooting right the hell on through my embrasures, Lol.
Maybe I should make an Opacity float that falls off with range, that affects CanSee or something?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fymothar on May 13, 2016, 08:09:23 AM
I have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?
Title: Re: 3 - User Info
Post by: Dave-In-Texas on May 13, 2016, 09:13:00 AM
Quote from: Galvenox on May 10, 2016, 07:32:10 AM
Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PM
What the "Vanilla Tweaks" mod offers

Power Savings
Most buildings will not draw power when they are not in use. This includes the cookstove, television, etc but will remain connected to the power grid. Some exceptions include the comms console which always draws full power.

is there a way to make custom buildings (added by other mods) save power like that?
open the \Mods\Community Core Library - Vanilla Tweaks\Defs\ModHelperDefs\ folder.
edit ModHelper_VanillaTweaks.xml  (notepad works)

you will find sections with comments (<!-- is a comment) such as ' <!-- 1/4 power draw when idle -->', '<!-- 10 watts idle -->' and '<!-- 0 watts when not in use -->'..

if you look at my copy of the file which is attached, you will see I added the DefNames for the ED_Omnigel crafting tables to the 'cycle full/half power'.. and it works.

I got the DefNames from editing Buildings_Production_Replicator.xml in the \Mods\ED-OmniGel\Defs\ThingDefs folder.. the names are case sensitive.

You don't need to know how to code per se... just how to precisely edit text files.. which is all that xml ultimately is .



[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 13, 2016, 01:04:13 PM
Quote from: FymotharI have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?

Please refer to the "How to report issues" section in the original post.  No help will be given without following basic instructions first.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: dareddevil7 on May 13, 2016, 01:48:51 PM
Quote from: Fymothar on May 13, 2016, 08:09:23 AM
I have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?
Is the core being loaded after CCL?
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fymothar on May 13, 2016, 02:55:59 PM
Quote from: dareddevil7 on May 13, 2016, 01:48:51 PM
Quote from: Fymothar on May 13, 2016, 08:09:23 AM
I have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?
Is the core being loaded after CCL?
No it's not.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 13, 2016, 03:20:32 PM
@Fymothar, you opened an issue on github but did not follow the instructions in this (https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403) post.  Specifically the "what we need" section.  You read and followed only the first of four things in the list.

Installing CCL is very simple and almost impossible to get wrong.  I highly doubt that there is anything wrong beyond just unzipping to the wrong place or, if upgrading from a previous version, not cleaning out the previous version first.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fymothar on May 13, 2016, 03:32:35 PM
Quote from: 1000101 on May 13, 2016, 03:20:32 PM
@Fymothar, you opened an issue on github but did not follow the instructions in this (https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403) post.  Specifically the "what we need" section.  You read and followed only the first of four things in the list.

Installing CCL is very simple and almost impossible to get wrong.  I highly doubt that there is anything wrong beyond just unzipping to the wrong place or, if upgrading from a previous version, not cleaning out the previous version first.
Hmm well, nevermind it solved itself, which is strange and yes I know that I didn't include the output log, anyway it was first time I use CCL. The problem wasn't to "install" it, just what happened after (my menu basically disappeared).
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Shushei on May 13, 2016, 04:51:47 PM
Quote from: Fymothar on May 13, 2016, 08:09:23 AM
I have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?

I have exact same problem. I tried reinstaling the game and getting mod from 0 but it didnt work. Let me know if You fix issue please ;)
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Fymothar on May 13, 2016, 05:32:36 PM
Quote from: Shushei on May 13, 2016, 04:51:47 PM
Quote from: Fymothar on May 13, 2016, 08:09:23 AM
I have a problem with CCL. Not sure why it is occuring but everytime I try to install it (mark it in mods section and place it under the core) and go back to main menu, all of the button labels dissapears, only the links stay. Can't start a game or even quit it. Anyone knows why it is happening?

I have exact same problem. I tried reinstaling the game and getting mod from 0 but it didnt work. Let me know if You fix issue please ;)
Well it did fix by itself, not sure why though. Maybe try to download new CCL file. EdBModOrder can help you with load order if you don't have it.

With me it was like, "I'll give it a try and send them that output log they mentioned" and suddenly all is good. I wonder if it's not something with bad decrypting or bad download, if so, most probably on user end, at least with option 1. Other than that I really have no idea why it wasn't working earlier and even less idea why it works now, since i did nothing about that.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 13, 2016, 08:01:09 PM
Before adding mods, everybody knows that you must run RimWorld once and exit completely, right?  Otherwise RimWorld won't have set up it's "base config."

Basically:

1) Install RimWorld;
2) Run RimWorld;
3) Set base config options;
4) Exit RimWorld;
5) Add mods;
6) Run RimWorld;
7) Enable mods;
8) Exit RimWorld;
9) Repeat from 5 as needed.

But, always, always, always, after step 1, steps 2-3 are "required."  Skipping those steps can cause strange errors or bizarre behaviour.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RemigiuszL on May 14, 2016, 10:30:49 AM
I uninstall game and delete game folder and folder in LocalLOW. Next:

1) Install RimWorld;
2) Run RimWorld;
3) Set base config options;
4) Exit RimWorld;
5) Add mods; (I add only CCL)
6) Run RimWorld;
7) Enable mods, press CLOSE
8) Menu gone.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: Shushei on May 14, 2016, 12:05:46 PM
Quote from: RemigiuszL on May 14, 2016, 10:30:49 AM
I uninstall game and delete game folder and folder in LocalLOW. Next:

1) Install RimWorld;
2) Run RimWorld;
3) Set base config options;
4) Exit RimWorld;
5) Add mods; (I add only CCL)
6) Run RimWorld;
7) Enable mods, press CLOSE
8) Menu gone.

Ye its same for me/ I tried reinstaling game few times with cleaning out the locallow rimworld file ( with config and worlds etc ) everytime. And everytime menu disapears . To get menu back again i actually need to delete mod or clear mod config.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 14, 2016, 01:20:23 PM
It sounds like the game isn't loading all of CCLs assets.  I'll see if I can reproduce this myself.  If one of you could provide me with your log file too, that would be helpful.

Edit:  I just tried but cannot reproduce this.  Definitely going to need log files from affected people to be able to diagnose.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RemigiuszL on May 15, 2016, 02:27:10 AM
I changed the language to English, and the menu does not disappear.
(⌐ ͡■ ͜ʖ ͡■)
Then I changed again on Polish and after restart the game menu disappears.

Error loading language from D:\Gry\RimWorld1135Win\Mods\Core\Languages\Polish: dir BrokenStateDef doesn't correspond to any def type. Skipping...


Edit.

I conducted the investigation. Swapped file Menus_Main.xml English and the menu appears correctly in English (obvious), the rest is Polish. In the Polish file is missing a few lines of code at the beginning, I put it with the English version but this is not the problem. I keep searching. May be missing something more.

Anyway, the problem is with the language files, not with modification.

Edit.2
It turns out is missing more lines in the file Menu_Main.xml. I translated English file to Polish and everything works.
I attach a file to the Polish language.
Path: ...\Mods\Core\Languages\Polish\Keyed

[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 15, 2016, 04:35:06 AM
I'm glad to hear it's not a bug directly with CCL.  Thank you for your work tracking down the problem.  You should submit your translation file update to Ludeon so it can be integrated into the game.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: RemigiuszL on May 15, 2016, 05:34:09 AM
The problem is with all the language files. Disappearing also other functions in the game. I am currently using the English language. This is probably some old version of the translation. Maybe I'll translate them later, but there are already a group that is doing it, so they should fix the problem.

So, if someone has a problem with disappearing menu let them set the English language. If the problem disappears let please report a problem (in translate section on forum) with the language files - lack the lines of code.
Title: Re: [A13] Community Core Library v0.13.1.1
Post by: 1000101 on May 15, 2016, 05:42:35 AM
I think I have the issue fixed on CCLs end.  Now, if the strings are missing you should just get an ugly translation key displayed, but at least you will have buttons.  :)
Title: Re: [A13] Community Core Library v0.13.2
Post by: RWCCLTeam on May 18, 2016, 01:37:30 PM
v0.13.2 - Warning:  Minimaps!

Some new features this update including a new restart warning window if any major game data changes are detected (such as mod load order, language, etc).  A moddable minimap framework with some default minimaps (initially disabled, enable in the MCM for it).

Bugs fixed both in the core game (BiomeDef) and in CCL itself.

As usual, refer to the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/95) for full details.
Title: Re: [A13] Community Core Library v0.13.2
Post by: Fluffy (l2032) on May 18, 2016, 03:46:05 PM
It's so pretty :D

[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.2
Post by: Peppsen on May 19, 2016, 07:55:06 AM
Loving your work <3, keep it up. Wasn't expecting to be able to change the size of the minimap, but dear god you've done an amazing job!
Title: Re: [A13] Community Core Library v0.13.2
Post by: falcongrey on May 19, 2016, 03:24:15 PM
I think I ran into a bug with the mini-map thing. I have it sat to off in the settings. Game was playing great last night. Sat up a nice little colony. This morning, sat down with my coffee to continue and bam...
Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.Scribe_Values.LookValue[Boolean] (System.Boolean& value, System.String label, Boolean defaultValue, Boolean forceSave) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.MiniMap.MiniMapController.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:


instead of posting the WHOLE thing, I'll attach a copy of a clean output log. (deleted, restarted rimworld, tried to reload the save game)

If it isn't with CCL's mini-map thing, could you help me figure out WHAT caused it so I can point it to the correct mod thread or correct some wrongly sat up mod?

Edit: Just a side note. ALL saves seem to have this same error from this colony. A newly started colony doesn't seem to have this error.

[attachment deleted by admin - too old]
Title: Re: [A13] Community Core Library v0.13.2
Post by: jupiterb on May 19, 2016, 03:43:55 PM
I'm having the same error as falcongrey.  It's ALL colonies that have the error.  I can't load any maps at all.
I installed the previous version of CCL and the problem is gone.
Title: Re: [A13] Community Core Library v0.13.2
Post by: 1000101 on May 19, 2016, 03:57:25 PM
Regarding the load/save bug in minimaps and their overlays:

I tested the load/save with minimaps before dynamic overlays (used for the zones/areas) were added but forgot to test that aspect after.  I discovered the bug myself yesterday and fixed it at my end.  Fluffy also fixed it based on the forum posts and issue report in our tracker.

I am currently merging both fluffy's fix (don't save minimaps with dynamic overlays) and my fix (detect missing minimaps and overlays in saves entirely) and I will have a bug release in a couple hours to resolve this.

This issue is now fixed in v0.13.2.1.

Sorry about this people, throw your rotten tomatoes in my direction.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: falcongrey on May 19, 2016, 06:44:47 PM
Thanks for the fix <3
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Dakkon on May 20, 2016, 05:24:13 AM
1000101 you made a mistake? You're not perfect?

My illusion is shattered, what's real? I just don't know anymore.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Fluffy (l2032) on May 20, 2016, 01:44:28 PM
I think E's mistake in this case was trusting I wouldn't make mistakes. While he should no better, I think we can let him slide on this one.

( The code was fine, and then I introduced two bugs in one commit. At least you guys didn't report/notice the other one, so that doesn't really count :P )
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: RemingtonRyder on May 20, 2016, 02:00:11 PM
Thanks for the quick fix! :)
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: jediminer543 on May 23, 2016, 03:29:45 PM
Could someone explain how the detour injection code works. I'm curious, but it seems to use assembly magic.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 23, 2016, 04:28:37 PM
The detour injector replaces the first few bytes of the source method with an (machine code/CPU instruction) jump to the destination method.

It's not magic ;), it's x86 (32-bit) or x86-64 (64-bit) machine language.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Fluffy (l2032) on May 23, 2016, 06:34:07 PM
Trust me, it's magic. Dark, dark, magic.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Jaxxa on May 23, 2016, 06:47:35 PM
I have a few specific questions about detours.

Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 23, 2016, 07:28:59 PM
Quote from: Jaxxa1. Can I Detour a Property or only Functions?
A property is only syntactic sugar.  What a property really is, is a field and two functions (a getter and a setter).  You can get both methods (PropertyInfo.GetGetMethod, PropertyInfo.GetSetMethod) and detour them like any other.


Quote from: Jaxxa2. Is it possible for My Detoured Function to access Other Functions / Variables / Properties in the Class I am Replacing or My New Detour Class?
Absolutely, but depending on "how" you define the class and detour method will determine the level of protection and "ease of access" to the detoured class and method.  ie, if you are detouring an instance class and method, the "easiest" way is to define the class and method using inheritance.  This allows you to reference members which are public or protected and use "this".  Private and internal members will always need reflection.


CCL has quite a range of methods including in sealed and internal classes; internal, private, protected and public methods.  I wrote all the detours as internal static classes with internal static extension methods.  I chose to write them in this way to prevent "accidental" references in mods.

The only real caveat to detouring a function is whether the compiler/JIT will automatically inline the function.  Functions which have been inlined can't be detoured (well, they can be but your detoured method will never be called as there is no call to the method).  Read this article (https://msdn.microsoft.com/en-us/library/ms973858.aspx#highperfmanagedapps_topic10), the important part is the section entitled "Method Inlining."
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Jaxxa on May 24, 2016, 10:35:02 PM
Thanks, that was just the information I was after.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Rock5 on May 25, 2016, 09:26:31 AM
I was checking out the fertility of various natural terrain in the help menu and noticed Gravel was missing. Just thought I'd report it.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 25, 2016, 11:35:24 AM
Yeah, some floors and terrain is missing.  It's all programmatically detected and categorized so there may be a tag or something missing.

We'll look into it and see what we can do, thanks.  :)
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: Thorbane on May 26, 2016, 05:19:57 AM
I downloaded the latest version from github, moved my saves and everything else to a backup file, redownloaded Rimworld, and I can confim the save/load bug is still very much alive on linux.

Rolling back to version 0.13.1.1 has fixed it for now.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 26, 2016, 12:15:37 PM
We need your mod list, world, save and log files to diagnose.  Please open an issue in our tracker (noting platform and version) and attach those.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: notfood on May 28, 2016, 01:22:22 AM
Linux user here.

Modlist is just Core and CCL 0.13.2.1

World was just created. Any world fails.

Crash happens on colony load. This is the log:
http://pastebin.com/raw/uBBDyiZY
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 28, 2016, 02:13:08 AM
Thank-you for the detailed log.  It will be very helpful!  :)

New issue added to the tracker.  Keep an eye on this issue (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/100) for details as we try to fix it.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: notfood on May 28, 2016, 07:56:35 PM
I tried to compile CCL under Monodevelop, I got far but I can't get around these errors (about 40):
Quotet.def.ingestible?.hediffGivers
That syntax isn't recognised. Please teach me these arcane magiks.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 28, 2016, 11:12:31 PM
CCL is using C# 6.0 syntax now.  Previously it was restricted to C# 3.0 syntax.

?. is "do a null reference check, if ok, perform the rest of the operation on the right hand side".

More succinctly, these two lines are equivalent:

// Using C# 6.0 syntax:
Object foo = bar?.field;

// Using C# 3.0 syntax:
Object foo = bar == null ? null : bar.field;


Basically, it's just syntactic sugar.

I'll push new DLLs tonight.  Just remember, the development branch is unstable and changes aren't "permanent" until they make it to the master branch.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: notfood on May 29, 2016, 03:34:00 AM
Do you know if it can be compiled under Linux?

I can't find a version of mono that supports syntax version 6 that also supports .Net 3.5 It seems support for 3.5 was removed in latest versions.
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 29, 2016, 11:27:27 AM
tbh, I don't know what tool chains are available for linux that support C#.  If nothing else, you could install Windows in a Virtual Machine and use Xamarin Studio to compile it with.  I personally prefer XS over Visual Studio simply because VS has become so bloated.  I can load XS, load the solution, compile the solution and start loading RW before VS is done loading itself, let alone the solution.  Further, it's a lot smaller - ~360MB vs ~3.35GB.  The only thing is, you will need XS v6.x or later (for C# 6.0 support) which requires MSBuild 2013 but, MSBuild 2013 is only ~30MB (installed). 
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: notfood on May 30, 2016, 07:45:50 PM
I tried with the DLL in the git repo and it works!

And all these past days I have been trying to get it to build under Linux... then discovering that it was already built in the git repo. Facepalm.

Many thanks!!
Title: Re: [A13] Community Core Library v0.13.2.1
Post by: 1000101 on May 30, 2016, 09:05:20 PM
That's good to hear, I'll close that issue now.
Title: Re: [A13] Community Core Library v0.13.3
Post by: RWCCLTeam on June 01, 2016, 09:05:50 PM
v0.13.3 - API Additions & Bugs Bashed

This release adds to the C# API as well as fixing the minimap issue for linux (and Mac?) users.  The restart issue with command-line parameters is also fixed.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 25, 2016, 10:28:10 PM
I just started using the minimap, and the color settings reset to their defaults every time I restart the game. I assume that's not intended?
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 26, 2016, 10:47:32 PM
Quote from: LockdownI just started using the minimap, and the color settings reset to their defaults every time I restart the game. I assume that's not intended?

There are no errors in your log file regarding saving/loading xml?
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 27, 2016, 10:15:14 AM
Quote from: 1000101 on June 26, 2016, 10:47:32 PM
There are no errors in your log file regarding saving/loading xml?

Doesn't look like there's any errors (those are shown in red, right?). There's just a few lines about several of CCL's modules being initialized, one of them the minimap controller. I would paste the log here but I'm not sure how to copy it.

I've found the file that CCL uses to store minimap settings and it seems like it's modified with the expected RGB values every time I make changes in the menu, but my game just doesn't seem to load the custom settings from the file on startup.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 27, 2016, 03:12:41 PM
The log file itself will be located in a platform specific directory.

For Windows, it's:
/RimWorld_Installed_Path/RimWorld[build]Win_Data/output_log.txt

eg:
C:/Games/RimWorld A13/RimWorld1135Win_Data/output_log.txt
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 27, 2016, 04:08:51 PM
Quote from: 1000101 on June 27, 2016, 03:12:41 PM
The log file itself will be located in a platform specific directory.

For Windows, it's:
/RimWorld_Installed_Path/RimWorld[build]Win_Data/output_log.txt

eg:
C:/Games/RimWorld A13/RimWorld1135Win_Data/output_log.txt

Thanks. Here's the log output:
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1452]
    Renderer: AMD Radeon HD 7800 Series
    Vendor:   ATI
    VRAM:     2030 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1
Begin MonoManager ReloadAssembly
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.052 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1280x1024 75Hz; virtual: 1280x1024 at 0,0
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E620010 (this message is harmless)
Fallback handler could not load library F:/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0E620010.dll
Non platform assembly: data-0E6DE010 (this message is harmless)
Fallback handler could not load library F:/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0E6DE010.dll
Non platform assembly: data-0E705008 (this message is harmless)
Fallback handler could not load library F:/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0E705008.dll
4031ms LoadAllPlayData

- 3257ms Load all active mods.

- - 1904ms Loading [Core|Core]

- - - 1902ms Loading all defs

- - 39ms Loading [Community Core Library|Community Core Library v0.13.3]

- - - 33ms Loading all defs

- - 18ms Loading [Community Core Library - Vanilla Tweaks|Community Core Library - Vanilla Tweaks]

- - - 18ms Loading all defs

- - 2ms Loading [EdBColonistBar|EdB Colonist Bar]

- - - 0ms Loading all defs

- - 770ms Loading [CombatRealism|Combat Realism Core]

- - - 767ms Loading all defs

- - 73ms Loading [CombatRealism Defence|Combat Realism Defence Pack]

- - - 73ms Loading all defs

- - 419ms Loading [ExpandedProsthetics&OrganEngineering|Expanded Prosthetics and Organ Engineering]

- - - 419ms Loading all defs

- - 20ms Loading [CombatRealism EPOE|Combat Realism EPOE Patch]

- - - 20ms Loading all defs

- 29ms Load language metadata.

- 112ms Loading language data: English

- 58ms Copy all Defs from mods to global databases.

- 49ms Resolve cross-references between non-implied Defs.

- 9ms Rebind defs (early).

- 10ms Generate implied Defs (pre-resolve).

- 0ms Resolve cross-references between Defs made by the implied defs.

- 4ms Rebind DefOfs (final).

- 18ms Other def binding and short hash giving.

- 416ms Resolve references.

- 1ms Generate implied Defs (post-resolve).

- 48ms Error check all defs.

- 11ms Load keyboard preferences.

- 0ms Inject selected language data into defs.



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

11ms Loading assets of type UnityEngine.Texture2D for mod Community Core Library



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

6ms Loading assets of type UnityEngine.Texture2D for mod EdBColonistBar



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

154ms Loading assets of type UnityEngine.Texture2D for mod CombatRealism



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

13ms Loading assets of type UnityEngine.AudioClip for mod CombatRealism Defence

- 2ms Loading file Turrets/120mm

- 1ms Loading file Turrets/AGS

- 1ms Loading file Turrets/dshk

- 2ms Loading file Turrets/Explosion

- 1ms Loading file Turrets/KPVT

- 1ms Loading file Turrets/M240

- 1ms Loading file Turrets/M2Browning_Shot



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

45ms Loading assets of type UnityEngine.Texture2D for mod CombatRealism Defence



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

4ms Loading assets of type UnityEngine.AudioClip for mod ExpandedProsthetics&OrganEngineering

- 2ms Loading file EPOEAssembling



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

52ms Loading assets of type UnityEngine.Texture2D for mod ExpandedProsthetics&OrganEngineering



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

521ms Load backstories and bios.



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.3

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.3
Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.3
CombatRealism :: ModHelperDef :: Passed validation, requesting v0.13.0
CombatRealism Defence :: ModHelperDef :: Passed validation, requesting v0.13.0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Inspector tab types on humans:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Health

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Needs

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Character

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Training

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Gear

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Guest

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Prisoner

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Social

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Resolved tab instances on humans:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Health

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Needs

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Character

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Training

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Gear

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Guest

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Prisoner

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Social

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialization :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Completed in 00:00:00.4914698


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help Generator :: Initialization :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.090117 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 6038.
Total: 39.940548 ms (FindLiveObjects: 0.265361 ms CreateObjectMapping: 0.606206 ms MarkObjects: 38.313274 ms  DeleteObjects: 0.069631 ms)

Platform assembly: F:\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file We Landed (Permadeath) with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBColonistBar, CombatRealism, CombatRealism Defence, ExpandedProsthetics&OrganEngineering, and CombatRealism EPOE

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Blitz, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: NULL, loadout: Short Bow

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Biscuit, loadout: Pistol HP

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Diva, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Valery, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: NULL, loadout: Pistol FMJ

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Kit, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Ben, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

ResolvingCrossRefs, pawn: Fernijen, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Blitz, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: NULL, loadout: Short Bow

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Biscuit, loadout: Pistol HP

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Diva, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Valery, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: NULL, loadout: Pistol FMJ

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Kit, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Ben, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PostLoadInit, pawn: Fernijen, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

12483ms Loading map from file We Landed (Permadeath)

- 746ms InitLoading (read file)

- 0ms Load compressed things

- 8192ms Load non-compressed things

- 374ms ResolveAllCrossReferences

- 215ms DoAllPostLoadInits

- 2ms Merge compressed and non-compressed thing lists

- 183ms Spawn everything into the map



(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Update :: Updated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Blitz, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Biscuit, loadout: Pistol HP

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Diva, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Valery, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Kit, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Ben, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saving, pawn: Fernijen, loadout: Nothing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


I also tried disabling all mods except CCL, just in case another mod was causing a conflict, but the minimap settings from the file are still not loaded, and immediately overwritten by the defaults whenever I use the minimap settings window.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Fluffy (l2032) on June 27, 2016, 05:29:14 PM
Skully! Delete that debug shit from the CR download already... Just because I forgot to take them about before doing my pull requests is no excuse for you to leave them in for two months!
Title: Re: [A13] Community Core Library v0.13.3
Post by: notfood on June 27, 2016, 09:10:35 PM
The settings don't saving themselves happens to me as well. Position, layers, colors, none save.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 29, 2016, 10:45:19 AM
I must have done the file path generation in a way which doesn't like some systems.  Will look into that.  However, RW should throw an error if the file(s) can't be created.  If it's not then I would need people to run a test mod which would just spit out some extra info to diagnose the issue.
Title: Re: [A13] Community Core Library v0.13.3
Post by: notfood on June 29, 2016, 11:32:58 AM
I get no errors. I'm willing to test anything.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 29, 2016, 05:29:01 PM
I'll see about making a quick'n'dirty test mod just to dump some stuff to the log.  May not get it done for a day or two though, we will try to get this fixed for A14 though.  There won't be any more A13 releases unless this fix is (a) simple enough to implement or (b) other issues which need to be fixed arise.

The only reason I don't plan on doing another A13 release is that all the CCL team members now have access to the A14 builds and Fluffy has already forked and started the A14 update branch.  It would just be a bit of a pain to deal with doing any more commits to the git repo which aren't A14 related but doable if warranted.
Title: Re: [A13] Community Core Library v0.13.3
Post by: notfood on June 29, 2016, 06:01:51 PM
It's understandable.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Miner_239 on June 29, 2016, 07:15:31 PM
While you're updating, could someone add the option to change the minimap's base color? I'd like it to be transparent.

A click-through mode could also be useful in conjunction with transparency, working like an overlay map.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 29, 2016, 07:36:07 PM
Minimap transparency (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/93) (and some other minimap related requests) have been made.  In theory it is possible but with unity4 we would have had to do some clunky rendering mechanism to do it.  Hopefully with RW switching to unity5 that can be addressed more directly.

btw, please use our issues tracker (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues) for feature requests and bug reports (https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403).  They get lost in the forum thread otherwise.  :)
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 30, 2016, 08:06:51 AM
Quote from: 1000101 on June 29, 2016, 10:45:19 AM
I must have done the file path generation in a way which doesn't like some systems.  Will look into that.  However, RW should throw an error if the file(s) can't be created.

For clarity, file creation isn't where it's breaking, I can see CCL editing MCM_Data_Minimap.xml with the expected data whenever I tweak the minimap settings in-game. The problem only occurs when restarting the game after making changes, where CCL ignores the custom settings in MCM_Data_Minimap.xml entirely and just loads the default ones.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 30, 2016, 09:00:41 AM
Ahh, thanks for that clarification.  I understood it as it wasn't creating the files properly.

Also, what platform are you on?  Windows/Mac/Linux?  I'm just trying to determine if it's platform related or if I boffed something in a change to when the data is loaded (for pre-load MCMs).

Edit, just looked at the previous page and your log report, seems you are are running Windows.  Now the question is, which version of Windows?
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 30, 2016, 09:03:47 AM
Quote from: 1000101 on June 30, 2016, 09:00:41 AM
Ahh, thanks for that clarification.  I understood it as it wasn't creating the files properly.

Also, what platform are you on?  Windows/Mac/Linux?  I'm just trying to determine if it's platform related or if I boffed something in a change to when the data is loaded (for pre-load MCMs).

Windows 10. I was wondering if maybe the file has write but not read permissions, but that doesn't seem to be the case.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 30, 2016, 09:59:16 AM
Quote from: Lockdown on June 30, 2016, 09:03:47 AM
Quote from: 1000101 on June 30, 2016, 09:00:41 AM
Ahh, thanks for that clarification.  I understood it as it wasn't creating the files properly.

Also, what platform are you on?  Windows/Mac/Linux?  I'm just trying to determine if it's platform related or if I boffed something in a change to when the data is loaded (for pre-load MCMs).

Windows 10. I was wondering if maybe the file has write but not read permissions, but that doesn't seem to be the case.

Windows 10 rears it's ugly head.  Figures.  I'll see what I figure out.  Windows 10 is notorious for breaking software.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 30, 2016, 10:53:27 AM
If it's of any help, the Blueprints mod by Fluffy also uses XML files to export/import data, and it works as intended on my system. I'm guessing it's using a different method to load XML files, that W10 doesn't take issue with.
Title: Re: [A13] Community Core Library v0.13.3
Post by: skullywag on June 30, 2016, 11:00:33 AM
Silly question have you tried running rimworld "as admin"?
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 30, 2016, 11:12:44 AM
tbh, I can't see why this wouldn't work for you.  I had someone else test it on Win10 it works for them.  I had a look at the code and could see nothing obvious.  CCL is using RW's methods to read and write xml, generate file paths, it's using paths RW has access to, etc.  This is a bit of "wtf" here.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on June 30, 2016, 12:36:56 PM
Quote from: skullywag on June 30, 2016, 11:00:33 AM
Silly question have you tried running rimworld "as admin"?

I tried just now, but no luck.

Quote from: 1000101 on June 30, 2016, 11:12:44 AM
tbh, I can't see why this wouldn't work for you.  I had someone else test it on Win10 it works for them.  I had a look at the code and could see nothing obvious.  CCL is using RW's methods to read and write xml, generate file paths, it's using paths RW has access to, etc.  This is a bit of "wtf" here.

I figured I must have done something wrong with CCL's installation, so I set off on trying again on a blank slate: clean install, this time on C:\ instead of F:\, on a newly created Windows user account so it gets its own AppData folder, running default Rimworld settings, and nothing in the load order other than Core and CCL. Yet it still won't load the custom minimap settings after a game restart.

Since a different user on a clean install has the bug too, I thought maybe it's a problem at the system level (I could have the wrong version of .NET framework, or something?), but if CCL uses the same methods as RW to extract data from XML, that doesn't explain how RW can load preference files just fine and CCL can't. "wtf" indeed.
Title: Re: [A13] Community Core Library v0.13.3
Post by: notfood on June 30, 2016, 06:35:57 PM
I'm using Linux though, not windows 10.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on June 30, 2016, 09:24:16 PM
Then I must be using the open method in a manner which isn't 100% correct.  I'll have to take a closer look at the vanilla code to see if I missed something.
Title: Re: [A13] Community Core Library v0.13.3
Post by: Fluffy (l2032) on July 01, 2016, 04:55:23 AM
E, take note that the minimap settings use some of my custom helpers - settings may be loaded but not applied properly, or in the right order. i.e., this may very well all be my fault :P
Title: Re: [A13] Community Core Library v0.13.3
Post by: Lockdown on July 01, 2016, 12:25:00 PM
Quote from: Fluffy (l2032) on July 01, 2016, 04:55:23 AM
E, take note that the minimap settings use some of my custom helpers - settings may be loaded but not applied properly, or in the right order. i.e., this may very well all be my fault :P

I did some more experimenting, and I think you have the right idea.

I tested denying read permissions for  MCM_Data_Minimap, and it causes the error "Unexpected error scribing data for mod Minimap" immediately on RW startup. Then I gave the file full permissions again, and no longer have any errors.

So it does look like CCL is successfully accessing the file for both reads and writes under normal circumstances, and the problem is what CCL is doing after it retrieves the data, opting to go with defaults in some circumstances, even though custom settings were found.
Title: Re: [A13] Community Core Library v0.13.3
Post by: 1000101 on July 01, 2016, 05:14:59 PM
Ok, if it's accessing the xml without issue then it's definitely being misapplied on load.  Will look into it and hopefully have it fixed for the next release (0.13.4? 0.14.0?).
Title: Re: [A14] Community Core Library v0.14.0
Post by: RWCCLTeam on July 15, 2016, 04:07:04 PM
Alpha 14 Update

Day 1 Release! - First time ever!

This release is the Alpha 14 update and brings everything up to date.  Many detours have been removed as the RimWorld core implements them directly.
Title: Re: [A14] Community Core Library v0.14.0
Post by: Fluffe on July 15, 2016, 04:15:15 PM
Man that was fast lol
Title: Re: [A14] Community Core Library v0.14.0
Post by: Fluffy (l2032) on July 15, 2016, 04:36:43 PM
We've been working on it for a while ;)
Title: Re: [A14] Community Core Library v0.14.0
Post by: Dude1925 on July 15, 2016, 05:48:23 PM
I am absolutely stupid... For so many version of the game i had broken mods because I misread the install instructions. This is a blessing if you actually function like a semi-intelligent human being.
Title: Re: [A14] Community Core Library v0.14.0
Post by: skullywag on July 15, 2016, 07:06:16 PM
you cant, it wont work.
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 15, 2016, 07:10:16 PM
Quote from: Xaiver010 on July 15, 2016, 07:04:54 PM
Mind if i upload it to steam for easier access with steam users?

a) Yes, we do mind.  We are discussing this internally, and;
b) As skully said, it simply won't work from Steam due to the way it's coded.  We need to address this before we upload it to Steam.
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 16, 2016, 09:44:00 PM
This was already fixed and closed. (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/118)

Please make sure to check the issues tracker and file reports there.  We do NOT want issue reports on the forum.  See here (https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403) about how to report bugs.
Title: Re: [A14] Community Core Library v0.14.0
Post by: Bombadil on July 17, 2016, 04:37:16 AM
CCL alone, not with tweaks, is bugging prisoners. My prisoners won't eat to the point they starve.
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 17, 2016, 06:35:25 AM
Same error as reported above, already fixed and closed.
Title: Re: [A14] Community Core Library v0.14.0
Post by: hwfanatic on July 17, 2016, 06:55:58 AM
I'm confused. Do we need to download anything if we have 0.14.0? Is this fix included?
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 17, 2016, 07:36:49 AM
The fix is in the repo but not published yet.  I always do a post when I do a new release.

If nothing else gets reported then I'll be doing a bug-fix release in 8-12 hours.
Title: Re: [A14] Community Core Library v0.14.0
Post by: Bombadil on July 17, 2016, 07:43:01 AM
Thanks! It wasn't obvious to me me that you had fixed it but had not released the fixed version
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 17, 2016, 04:17:37 PM
Hi all!

Thank you for using github and our issue tracker to report issues, it makes it much easier for us however;  please check the closed issues (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues?q=is%3Aissue+is%3Aclosed) as well as the open ones before reporting.  Issue #120 (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/120) and issue #121 (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/121) were opened after the bug was reported, fixed and closed in the report for issue #118 (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/118).  What issue is this?  Prisoners starving to death because they won't eat.

Thank-you again for using our tracker and again - please check the closed issues (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues?q=is%3Aissue+is%3Aclosed) to see if it's been resolved before opening a new one.  :)
Title: Re: [A14] Community Core Library v0.14.0
Post by: SacoMato on July 17, 2016, 04:24:28 PM
A honest mistake. I believe people were at the impression that the fix was published after the issue was closed.
Me inclued :D
Cheers.
Title: Re: [A14] Community Core Library v0.14.0
Post by: 1000101 on July 17, 2016, 05:11:12 PM
Not yet, it's "fixed in the repo" and will be published later today*.



* "Today" being timezone dependant - In a couple hours.
Title: Re: [A14] Community Core Library v0.14.0
Post by: Grynnreaper on July 17, 2016, 05:25:42 PM
I found a workaround! If you chop off prisoner's legs they get fed by warden, of course then its a pretty noisy colony when everyone has peg legs. But at least former enemies can't sneak lol.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: RWCCLTeam on July 17, 2016, 06:52:10 PM
v0.14.0.1 - Bug Fixes

This fixes some game breaking bug if you have prisoners.  It also fixes the core bug of pawns eating raw food over meals.

Please refer to the commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/122) for full details of changes.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: kaptain_kavern on July 17, 2016, 07:10:09 PM
OMG guys you're so great :p

Thx a lot
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: Reviire on July 18, 2016, 07:44:53 PM
I seem to have a bit of an issue. After installing this mod, hoppers next to nutrient paste dispensers no longer automatically choose their storage (It's always default weapons), and colonists no longer eat from nutrient paste dispensers that have the new hoppers.

EDIT: Nevermind, i guess that was fixed? I'm using the alpha 13 version so i can use Combat Realism. To the guy below, I posted before I read the patches to the mod. I thought I just screwed something up.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: 1000101 on July 18, 2016, 10:00:28 PM
Quote from: Reviire on July 18, 2016, 07:44:53 PMEDIT: Nevermind, i guess that was fixed? I'm using the alpha 13 version so i can use Combat Realism.

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSx-PvJlitUeHuSSQTiKQLRtJ7TGw2CTkbWj3BEMK2Qs3fXpLA8Loq3qGIj)
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: Hargut on July 20, 2016, 08:47:36 AM
Welp, got a error message the whole game

http://fs5.directupload.net/images/160720/6632k2tx.jpg

Anyone have a clue ?
Make my game lagg pretty bad - not really a bug, i guess some mod is doing some nasty sheet but i cant read the console very well >D

Got them:
    <li>CorePanda pre14.00</li>
    <li>Cupros Alloys 14.00</li>
    <li>Cupros Drinks pre14.00</li>
    <li>Expanded Power pre14.00</li>
    <li>Powerless! 14.00_Prerelease</li>
Used the pre releases - was a bad idea! >D
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: 1000101 on July 20, 2016, 03:41:48 PM
(a) that screenshot doesn't not show anything useful as it doesn't show the body of the error message;
(b) No screenshots!  Please post your log file itself unless the log lacks information that the debug window has.

Based on what information is available, I would surmise that the ModHelperDef for one or more mods is invalid.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: cuproPanda on July 20, 2016, 07:39:20 PM
Quote from: 1000101 on July 20, 2016, 03:41:48 PM
(a) that screenshot doesn't not show anything useful as it doesn't show the body of the error message;
(b) No screenshots!  Please post your log file itself unless the log lacks information that the debug window has.

Based on what information is available, I would surmise that the ModHelperDef for one or more mods is invalid.

The mods in question are mine, but they don't have any ModHelperDefs, nor do they have any CCL dependency.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: 1000101 on July 20, 2016, 08:39:21 PM
Quote from: cuproPanda on July 20, 2016, 07:39:20 PMThe mods in question are mine, but they don't have any ModHelperDefs, nor do they have any CCL dependency.

@Hargut:

I will need to see the full modsconfig and log file (Windows: output_log.txt; Mac/Linux: Player.log) then.

If it's triggering on a mod which doesn't use CCL that would imply that CCL is creating bad dummies for them.  Without the full log file and mods config I won't be able to properly diagnose the issue.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: Grynnreaper on July 21, 2016, 08:22:15 AM
I'm using the corepanda and powerless, floors, quarry, dwarven crafts. no problems
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: Listen1 on July 21, 2016, 08:56:51 AM
Hello E,

By chance, is there a future possibility of CCL implementing the "Inventory", a utility mod made by EDB?

For mods similar to Quantum stockpiles and more storages, the inventory is something needed for better sorting the itens of the colony.

PS: I didn't install the CCL on this version and am not aware if it has this function.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: prongssage on July 21, 2016, 01:55:52 PM
Whenever this installed my prisoners no longer eat, At first I thought it was an issue due to my other mods but I had only this mod active and still had the issue, when I no longer have this mod, they eat.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: 1000101 on July 21, 2016, 01:58:45 PM
Quote from: prongssage on July 21, 2016, 01:55:52 PM
Whenever this installed my prisoners no longer eat, At first I thought it was an issue due to my other mods but I had only this mod active and still had the issue, when I no longer have this mod, they eat.

This issue should be resolved in the bug-fix release (v0.14.0.1) but I'll check it out.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: prongssage on July 21, 2016, 01:59:57 PM
thanks I'll redownload it then :)
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: JasonCD on July 21, 2016, 09:05:39 PM
Maybe it's just me, but I've tried to download the 0.14.0.1 User Package three or four times across different browsers and every time the download doesn't complete. Is there something up with GitHub? Any alternate hosting I could try to download it?
Title: Re: [A14] Community Core Library v0.14.1
Post by: RWCCLTeam on July 22, 2016, 12:17:48 AM
v0.14.1 - He's Backstories People!

This version builds against RimWorld Alpha 14 (build 1241).

This build adds BackstoriesCore originally by mipen (who integrated the code into CCL) as well as fixes some small bugs.

As per usual, see our commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/131) for full details.
Title: Re: [A14] Community Core Library v0.14.0.1
Post by: 1000101 on July 22, 2016, 12:24:27 AM
Quote from: JasonCD on July 21, 2016, 09:05:39 PMMaybe it's just me, but I've tried to download the 0.14.0.1 User Package three or four times across different browsers and every time the download doesn't complete. Is there something up with GitHub? Any alternate hosting I could try to download it?

Sometimes github has issues, but not usually.

We are preparing for a steam release but we were waiting until v0.14.1 was ready.  It should be Fluffy or skullywag who will be uploading it to steam in the next day or two.
Title: Re: [A14] Community Core Library v0.14.1
Post by: notfood on July 22, 2016, 02:48:05 AM
Is there a way to call the original function after you detoured it?
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 22, 2016, 04:35:09 AM
Detouring is destructive.  The original method have the first few bytes (5 for 32-bit, 12 for 64-bit) completely overwritten by the injected jump instruction and destination address.

See this discussion (https://ludeon.com/forums/index.php?topic=21015.0) about the same thing.
Title: Re: [A14] Community Core Library v0.14.1
Post by: DariusWolfe on July 22, 2016, 04:59:07 PM
Is there any intent to expand the Backstories functionality beyond what was previously part of the mod? I'd really like an easy way to completely override all existing names, backstories and pregen-pawns with custom options.
Title: Re: [A14] Community Core Library v0.14.1
Post by: notfood on July 22, 2016, 05:08:50 PM
I'd like backstories to have contexts for events like Toxic fallout, Volcanic winter, Crash landing, etc.
Title: Re: [A14] Community Core Library v0.14.1
Post by: DariusWolfe on July 22, 2016, 06:06:02 PM
Quote from: notfood on July 22, 2016, 05:08:50 PM
I'd like backstories to have contexts for events like Toxic fallout, Volcanic winter, Crash landing, etc.

What do you mean?
Title: Re: [A14] Community Core Library v0.14.1
Post by: notfood on July 23, 2016, 02:00:21 PM
An old wish of mine for Backstories mod. I wanted certain colonists to only appear under certain events. To make a story.

Putting that aside. I've been toying with SpecialInjectors... Am I supposed to use something else for functions that should happen before map spawning. Or is it a bug?

Currently, in my testing, map setup happens before SpecialInjectors.Inject() call... which makes it not suitable for the uses I want to give it.


-edit- Nevermind. I was using PostLoadInjectors
Title: Re: [A14] Community Core Library v0.14.1
Post by: Sarelth on July 23, 2016, 02:06:05 PM
Does the Steam release of CCL not have the Vanilla Tweaks? Can't find it in my mod list at all.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 23, 2016, 04:38:06 PM
Quote from: notfood on July 23, 2016, 02:00:21 PMAn old wish of mine for Backstories mod. I wanted certain colonists to only appear under certain events. To make a story.

New features should be added to our issue tracker with the "Enhancement" label.


Quote from: Sarelth on July 23, 2016, 02:06:05 PMDoes the Steam release of CCL not have the Vanilla Tweaks? Can't find it in my mod list at all.

That would need to be uploaded as a separate mod (which it is, but it's released as a single package on git).  We'll look at that next.  :)
Title: Re: [A14] Community Core Library v0.14.1
Post by: linkfanpc on July 23, 2016, 05:38:25 PM
On the Steam release, turning on the mod causes everything in my main menu to appear blurry.

EDIT: Actually, it's only in full-screen.
ANOTHER EDIT: Now even when i disable the mod, everything is blurry, including in-game. Tried deleting the mod, even then, still blurry.

[attachment deleted by admin - too old]
Title: Re: [A14] Community Core Library v0.14.1
Post by: Dragoon on July 23, 2016, 07:47:53 PM
How do i go about adding backstories?
Title: Re: [A14] Community Core Library v0.14.1
Post by: RemingtonRyder on July 23, 2016, 08:46:34 PM
If it's not in the user release, download and look in the modder's resource under Examples\Backstories\
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 23, 2016, 09:12:45 PM
The steam release is the user release, modders should get the full modders resource package from github.

As to the screen being blurry, this has nothing to do with CCL and has been reported in vanilla too.
Title: Re: [A14] Community Core Library v0.14.1
Post by: linkfanpc on July 24, 2016, 12:54:11 PM
Quote from: 1000101 on July 23, 2016, 09:12:45 PM
The steam release is the user release, modders should get the full modders resource package from github.

As to the screen being blurry, this has nothing to do with CCL and has been reported in vanilla too.

Really? Well in case it's important it started when i downloaded CCL.
Title: Re: [A14] Community Core Library v0.14.1
Post by: ThiIsMe007 on July 24, 2016, 01:11:04 PM
Hello,

I would like to report the following messages from my output_log.txt file :

(with just a couple of mods)
http://pastebin.com/qeCDRBQ9

(with more mods)
http://pastebin.com/JCyiShSb

These messages repeat over and over.

Is there something I should and can do to fix these ?

Thank you very much for your work on the CCL.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Sarelth on July 24, 2016, 01:33:03 PM

I think some of your mods are outdated.
Title: Re: [A14] Community Core Library v0.14.1
Post by: ThiIsMe007 on July 24, 2016, 02:27:03 PM
Quote from: Sarelth on July 24, 2016, 01:33:03 PM

I think some of your mods are outdated.

I see.

I tried to make sure to only select mods that were announced as compatible with A14.

What should I do to avoid these messages ? Remove some mods and which ?

Thank you for your advice.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 24, 2016, 05:42:28 PM
Quote from: ThiIsMe007 on July 24, 2016, 02:27:03 PM
Quote from: Sarelth on July 24, 2016, 01:33:03 PM

I think some of your mods are outdated.

I see.

I tried to make sure to only select mods that were announced as compatible with A14.

What should I do to avoid these messages ? Remove some mods and which ?

Thank you for your advice.
I don't think the mods you're using are outdated (most of them specifically have the version number in the name, ie: 0.14.xxx).

CCL is presenting the error message in a reasonably nice format letting you know that CCL trapped it, that it's an error, what sub-component of CCL it happened in and the error itself followed by the stack trace:
"Community Core Library :: (Error) :: Mod Configuration Menu :: System.NullReferenceException: Object reference not set to an instance of an object"

The stack trace will lead you to the actual culprit which in the first case seems to be Fluffy_Tabs.MapComponent_Priorities.get_Instance.  I would report that error in fluffys thread or his github issue tracker for that situation.

The second one - System.Collections.Generic.List`1[Fluffy_Relations.Visible].get_Item - seems to be in fluffy's relationship tab.  Again, report that error in the appropriate place (issue tracker prefered, forum thread otherwise).

When doing your reports, do exactly as you did here although, it would be nice if you also supplied the full copy the log file too.  Otherwise, this is a good example of how to file a report.  :)
Title: Re: [A14] Community Core Library v0.14.1
Post by: Some Anon on July 24, 2016, 07:52:12 PM
Do the Backstory Defs added in CCL allow you to modify already existing backstories, or just add new ones?
Title: Re: [A14] Community Core Library v0.14.1
Post by: The K on July 26, 2016, 05:19:32 PM
I just wanted to say this mod is amazing. I had quit Rimworld a while back because of how difficult using a ton of mods used to be. It's so great to see something like this allowing so many mods to work together now. Thanks again for all your hard work.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 26, 2016, 06:28:46 PM
Quote from: Some Anon on July 24, 2016, 07:52:12 PMDo the Backstory Defs added in CCL allow you to modify already existing backstories, or just add new ones?

That would depend on how the game handles the existing backstories.  If they are defs then should be able to override them.  If they are not defs and injected into an internal table then you would need some C# to override them.

There is an AssemblyDumper special injector for modders use to dump all loaded assemblies classes (types) and their fields, properties, methods (with parameters) and whether each is static/instance/public/non-public.

I could add another one to dump all defs and which mods define them so that internal/auto-generated/etc are listed to make things like determining this easier.

Quote from: The K on July 26, 2016, 05:19:32 PMI just wanted to say this mod is amazing. I had quit Rimworld a while back because of how difficult using a ton of mods used to be. It's so great to see something like this allowing so many mods to work together now. Thanks again for all your hard work.

Thank-you :)  I started CCL as a means to consolidate similar functionality that many mods were doing into one community driven standard.  With additional contributions and other modders joining the team it has grown significantly from it's original state.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Mrfengshao on July 28, 2016, 06:58:01 AM
Hey,Skuillywag,i.m Mrfengshao,I come to send your chinese files.
Thank you for telling me to do this.
We will do better!

[attachment deleted by admin - too old]
Title: Re: [A14] Community Core Library v0.14.1
Post by: Lulabeast on July 28, 2016, 02:02:21 PM
When running CCL and Vanilla Tweaks with Work Tab, I can't generate a new world. Does anyone know where I went wrong?
Title: Re: [A14] Community Core Library v0.14.1
Post by: BlackSmokeDMax on July 28, 2016, 03:30:33 PM
Quote from: Lulabeast on July 28, 2016, 02:02:21 PM
When running CCL and Vanilla Tweaks with Work Tab, I can't generate a new world. Does anyone know where I went wrong?

There was a problem with Work Tabs, Fluffy just updated.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Lulabeast on July 28, 2016, 03:56:01 PM
Thanks!
Title: Re: [A14] Community Core Library v0.14.1
Post by: 123nick on July 28, 2016, 05:59:00 PM
the CCL vanilla tweaks- do they overwrite any core files that would cause problems with other mods?
Title: Re: [A14] Community Core Library v0.14.1
Post by: Krush on July 28, 2016, 11:24:46 PM
Working on the ability to define custom outfits to be loaded in new games. It's nearly done just need to test it a bit more than i'll toss up a PR for it to get merged into development :)
Title: Re: [A14] Community Core Library v0.14.1
Post by: notfood on July 28, 2016, 11:45:50 PM
Is it possible to override core stats in a mod friendly way with CCL?
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 29, 2016, 01:50:50 AM
Quote from: 123nick on July 28, 2016, 05:59:00 PMthe CCL vanilla tweaks- do they overwrite any core files that would cause problems with other mods?

As stated in the very first post for CCL, the vanilla tweaks uses injection and does not override any defs.

Quote from: notfood on July 28, 2016, 11:45:50 PMIs it possible to override core stats in a mod friendly way with CCL?

Short answer "no", long answer "yes but".  The "but" is that only certain things on certain defs can be modified in a friendly way.  See the modders resource and the def description for ModHelperDef.

We have been discussing in the dev team with doing some "magic" to allow any def to have overrides without being destructive.  This will be a long way coming before it ever hits a release build.  Currently it is only hypothetical talk about the mechanism to do this.
Title: Re: [A14] Community Core Library v0.14.1
Post by: viperwasp on July 31, 2016, 04:33:33 AM
I'm getting tons of errors when using most recent version v0.14.1 without any mods. I load Core, then CCL, then vanilla tweaks using DRM-Free Non-Steam Version A14E. 

See screenshot.  I am only using CCL.

P.S When I get into the game it's very messed up and I need to Alt+F4 to quit out of the game.

Update - Okay it seems this is because of Extendedstorage mod. I had the mod Xed out but it still gives errors based on it. I will report this where it belongs. Here ---> https://ludeon.com/forums/index.php?topic=14177.0

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Title: Re: [A14] Community Core Library v0.14.1
Post by: notfood on July 31, 2016, 11:25:21 AM
Quote from: 1000101 on July 29, 2016, 01:50:50 AM
We have been discussing in the dev team with doing some "magic" to allow any def to have overrides without being destructive.  This will be a long way coming before it ever hits a release build.  Currently it is only hypothetical talk about the mechanism to do this.

I'm not totally certain, I'd need to experiment but... Editable.ResolveReferences() is the method we are looking for. Either by injection or other magic. Though, the modinjection available in specialinjectors happens after ResolveReferences have been called so can't do it with the current available tools in CCL.

Something like...
public override void ResolveReferences () {
  if (do_we_have_overrides_for_this_ThingDef) {
    // do override magic
  }
  base.ResolveReferences();
}


Around this time, defs haven't been fully initialized and you can override everything with no buts.

I'd do it, but I need that pre-ResolveReferences injector. And I can't compile CCL it uses C# 5 features BAAWW!
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on July 31, 2016, 07:15:30 PM
CCL does some of it's own early injections (detours) when the first custom XMLs start loading via a module initializer.  Unfortunately a module initializer isn't a replacement for DLLMain (which is called when a DLL is loaded).  As stated above, currently it's still in hypothetical discussion as to the best approach for certain things such as xml overrides via an xml attribute along the lines of 'Override="True"' and/or 'AddToExisting="True"'.
Title: Re: [A14] Community Core Library v0.14.1
Post by: biship on August 01, 2016, 10:40:58 AM
Sorry for the newbie post, but how do I go about working out what mod is causing this? My peons just stand around now :(

Eve threw exception while determining job (main): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.Detour._FoodUtility._ThoughtsFromIngesting (Verse.Pawn ingester, Verse.Thing t) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility._FoodSourceOptimality (Verse.Pawn eater, Verse.Thing t, Single dist) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn eater, IntVec3 root, System.Collections.Generic.List`1 searchSet, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn eater, IntVec3 root, System.Collections.Generic.List`1 searchSet, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility._BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowLiquor, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._JobGiver_GetFood._TryGiveJob (RimWorld.JobGiver_GetFood obj, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 01, 2016, 03:48:41 PM
As posted in the Vegetable Garden thread, please attach a save file to a post with just CCL + Vegetable Garden which has this issue.

Further, if you can give steps to reproduce this it would help.
Title: Re: [A14] Community Core Library v0.14.1
Post by: lordi on August 01, 2016, 04:16:21 PM
hello :)

i'm getting font errors with activated CCL-mod. already searched for a solution, but can't find one. :/

i'm using the actual steam game version 0.14.1249 with CCL 0.14.1 (from the steam workshop) and i'm getting wrong letters, seems to be character encoding errors or something like that. for testing i only activate the core and CCL-mod and nothing else.

anybody else getting similar errors?

i attached a screenshot from the main menu for better illustration. sometimes i get these errors on tooltips from mods ingame too.

thx for help.

best regards
lordi

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Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 01, 2016, 09:25:17 PM
Sorry about that, there is a lack of translation files for CCL for other languages and those buttons aren't using labelKey.  I'll fix that up the next release so it will at least show the proper English for them.

Edit:  The defs are using the correct translation keys, will need to dig deeper as to why it's not using them.

Edit 2: The only def using the wrong translation key was for the LoadGame button.  This is now fixed (in the repo).  The translation files for core, however, all use "LoadGameButton" when it is now "LoadGame."  There is nothing I can do about this as the core game needs to correct it's non-English language packs.
Title: Re: [A14] Community Core Library v0.14.1
Post by: biship on August 02, 2016, 06:46:34 PM
Thanks for the help 1000101. It turned out to be a change to Vegetable Garden that reclassified tofu from a vegetable to meat, and for some reason this freaked out my pawns, causing them to not move. Thanks for the great library (and tweaks).
Title: Re: [A14] Community Core Library v0.14.1
Post by: DariusWolfe on August 02, 2016, 07:17:11 PM
Is there any work being done on the Backstories feature of CCL? I'm thinking of doing a stream/recorded series, but I'd like to be able to override the existing pawns, names and backstories (rather than just adding to them). If something in this vein is being worked on, I'll hold off for a bit, but if it's not, there's not much reason to wait.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 03, 2016, 03:57:01 AM
mipen is the goto guy regarding the backstories.  I asked him about it but nothing definite was planned.

We'll be doing a new CCL release soon with some bug fixes and new features but as of now nothing regarding backstories has changed.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Lockdown on August 05, 2016, 12:31:36 PM
I grabbed the source code in order to troubleshoot that problem I have with minimap settings resetting to default after a game restart, but I'm having issues generating the library DLL: compiler throws an error every time the => operator is used (http://i.imgur.com/EPdjydR.png).

Am I missing a step to get the library to compile, or something?
Title: Re: [A14] Community Core Library v0.14.1
Post by: biship on August 05, 2016, 01:26:34 PM
I just compiled successfully today's (dev branch) github code with VS2015 (so the code's good).
It looks correct in your screenshot, but as a reminder, the 3 references need to be correct.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 05, 2016, 03:40:17 PM
CCL uses C#6 features, if your compiler can't compile C#6 then you will get errors.

Currently, only VS and XS 6+ can compile C#6.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Adalah217 on August 05, 2016, 06:45:29 PM
Does CCL still have the functionality where techs that cannot be researched do not appear in the research window? I'm trying to remove a particular vanilla research by setting the prerequisite as itself, but it's still showing up in the research window.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 06, 2016, 02:18:22 AM
What build number of RimWorld are you using?  The mod will work with build 1249 but it's a specific detour which needs to be done based on the build number to hide locked out research.  We'll be doing a new release soon which will be build 1249 compatible in this respect.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Lockdown on August 06, 2016, 11:07:11 PM
Quote from: 1000101 on August 05, 2016, 03:40:17 PM
CCL uses C#6 features, if your compiler can't compile C#6 then you will get errors.

Currently, only VS and XS 6+ can compile C#6.

Thanks, I switched over to VS and was able to compile the project.


From what I understand, the issue with the minimap color settings being ignored lies with a few specific calls of the Scribe_Values.LookValue method. I used the MiniMapOverlay_Colonists class for the purposes of debugging, but all MiniMapOverlay subclasses likely suffer from the same issue, as their colors reset too.

For the test, I used this XML (http://pastebin.com/DVD69nf4) (setting colonists to show as orange in the minimap) and changed the ExposeData method of MiniMapOverlay_Colonists to look like this (http://pastebin.com/s8rJZu0W). The resulting console output (http://i.imgur.com/oCpksiQ.jpg) makes it clear the intended color is not loaded from the XML. However, there are some instances where the XML scribing is working as intended, such as when fetching the ccl_version or visible elements, so it's definitely not an access problem to the XML file itself, or the use of the Scribe_Values.LookValue method. Rather, the problem seems to be that the scribe mode is set to ResolvingCrossRefs at the time ExposeData is called, which makes the LookValue method calls not do anything, because they only run any code at all if the mode is LoadSaveMode.Saving or LoadSaveMode.LoadingVars.

If you have any ideas on how to identify the root cause for this, I'll gladly try them out.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 07, 2016, 01:13:53 AM
hmm, that is a very detailed bit of error checking you did.  Unfortunately I don't have an immediate response other than, "hmm, that is a very detailed bit of error checking you did."  :P

Resolving this is going to take some thinkering.  Could you please make that same basic post as a new issue in our tracker?
Title: Re: [A14] Community Core Library v0.14.1
Post by: Lockdown on August 07, 2016, 11:01:55 AM
Sure, added it just now.
Title: Re: [A14] Community Core Library v0.14.1
Post by: Havan_IronOak on August 07, 2016, 12:05:02 PM
Quote from: Adalah217 on August 05, 2016, 06:45:29 PM
Does CCL still have the functionality where techs that cannot be researched do not appear in the research window? I'm trying to remove a particular vanilla research by setting the prerequisite as itself, but it's still showing up in the research window.

Is this related to why I'm seeing two techs, Research Locker and Hide that both have themselves as prerequisites? I don't recall seeing them before in any of my other play-throughs. Though I am using a different combination of mods this time out.
Title: Re: [A14] Community Core Library v0.14.1
Post by: qurffe on August 07, 2016, 12:09:46 PM
Quote from: Havan_IronOak on August 07, 2016, 12:05:02 PM

Is this related to why I'm seeing two techs, Research Locker and Hide that both have themselves as prerequisites? I don't recall seeing them before in any of my other play-throughs. Though I am using a different combination of mods this time out.

I see those only when i have Dev mode ON, if you turn it off they are not there anymore.
Title: Re: [A14] Community Core Library v0.14.1
Post by: 1000101 on August 07, 2016, 02:41:21 PM
Hidden research being hidden is build specific, a new update will be out soon.
Title: Re: [A14] Community Core Library v0.14.2
Post by: RWCCLTeam on August 10, 2016, 06:53:15 AM
v0.14.2 - Get your outfits ready!

This release adds OutfitDefs including a new "Nothing" default outfit so nudists can set to be propery naked.  Also adds a new French translation as well as an automatic remote version checker against the github master branch.  Further improvements include detours to the Pawn_RelationsTracker so that all humanlike pawns of the same flesh type (Normal) can have interactions with each other.

The commit log (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/152) contains all the details.
Title: Re: [A14] Community Core Library v0.14.2
Post by: biship on August 10, 2016, 08:37:51 AM
Fantastic, thanks!
Title: Re: [A14] Community Core Library v0.14.2
Post by: skullywag on August 10, 2016, 03:03:47 PM
Steam updated and Vanilla tweaks uploaded as well.
Title: Re: [A14] Community Core Library v0.14.2
Post by: mordan on August 10, 2016, 05:05:23 PM
Thanks for the awesome job! Great work as always ;)
Title: Re: [A14] Community Core Library v0.14.2
Post by: Protokohl on August 11, 2016, 12:56:55 AM
Installing via steam workshop.

http://steamcommunity.com/sharedfiles/filedetails/?id=741532539

http://steamcommunity.com/sharedfiles/filedetails/?id=741532552

Any advice?

Thnx.
Title: Re: [A14] Community Core Library v0.14.2
Post by: notfood on August 11, 2016, 01:01:47 AM
Move CCL below Core and it should be good.
Title: Re: [A14] Community Core Library v0.14.2
Post by: Protokohl on August 11, 2016, 01:55:16 AM
CCL is below Core isn't it? As per second link to modload order screencap.
Title: Re: [A14] Community Core Library v0.14.2
Post by: Elysium on August 11, 2016, 02:08:46 AM
Quote from: Protokohl on August 11, 2016, 01:55:16 AM
CCL is below Core isn't it? As per second link to modload order screencap.

It is below core, however it is not directly below core, or otherwise the second mod loaded as the error indicates.
Title: Re: [A14] Community Core Library v0.14.2
Post by: Protokohl on August 11, 2016, 03:14:53 AM
Ohhhhhh I see now, I was thinking misc CORE. I didn't realise it meant below the actual game core files
Title: Re: [A14] Community Core Library v0.14.2
Post by: 1000101 on August 11, 2016, 03:20:22 AM
(http://i0.kym-cdn.com/entries/icons/original/000/000/554/facepalm.jpg)
Title: Re: [A14] Community Core Library v0.14.2
Post by: chaotix14 on August 11, 2016, 04:33:44 AM
So I've been trying to use the low idle power cycle to make a power plant that takes power for X time and then generates a lot of power for X time, but it seems CompPowerLowIdleDraw doesn't like to work with minuses. Because I either can't make it cycle at all(when power consumption is negative, no matter hat idle power factor I use it doesn't cycle) or just make it cycle between taking power and not taking power(when the idle power factor is negative).
Title: Re: [A14] Community Core Library v0.14.2
Post by: 1000101 on August 11, 2016, 07:21:05 AM
It's a factor in a range of 0.0-<1.0 and an absolute for values >=1.0.

It's not intended for usage on power generators, it is strictly for power consumers (requires a building to have CompPowerTrader).
Title: Re: [A14] Community Core Library v0.14.2
Post by: chaotix14 on August 11, 2016, 08:32:58 AM
That explains why it doesn't work. I figured I might be able to jimmy the system by making it a comppowertrader, but alas it was not to be. Though that also serves as an explanation why nobody else has done this using CCL(because if it had worked it would have been like 2 minutes of coding, since all the groundwork has been laid).
Title: Re: [A14] Community Core Library v0.14.2
Post by: Havan_IronOak on August 12, 2016, 09:19:10 AM
I'm loving the mini-map that's supplied by the CCL!

However I ran into a bit of a screen real estate problem when I had a lot of colonists (8?) There was no place along the top border that I could position the mini-map where it wasn't making it difficult to see and click on my pawn icons across the top.

Is there any chance that pawn icons could be stacked vertically like the inventory numbers are?  I'm thinking that this is a factor of the low screen resolution I'm using (PC Graphic card issues) but I'm guessing that this becomes an issue eventually if a colony grows really big.

Sorry if this isn't the best place to post this, but I'll gladly move it if someone suggests a better thread.
Title: Re: [A14] Community Core Library v0.14.2
Post by: 1000101 on August 12, 2016, 10:03:06 AM
You can click the little lock icon beside the minimap and drag the minimap itself to anywhere on the screen you like, you can also resize it.  ;)
Title: Re: [A14] Community Core Library v0.14.2
Post by: damnfan on August 12, 2016, 12:50:15 PM
Is it possible to make a structure passable when unpowered and impassable when powered?
Title: Re: [A14] Community Core Library v0.14.2
Post by: ThiIsMe007 on August 12, 2016, 06:00:37 PM
Hello,

I would like to have a confirmation that the game with the latest version of the CCL can be played without activating the minimap. For personal reasons, I would like to avoid using it (I consider it a cheat).

What bothers is me is that if I do so (and don't activate it in the "mod options"), I get worrying messages (repeated many times) in my output_log.txt file :

Community Core Library :: (Error) :: Mod Configuration Menu :: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy_Tabs.MapComponent_Priorities.get_Instance () [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.ModConfigurationMenu_Work.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Window_ModConfigurationMenu.DrawDisplayArea (Rect rect) [0x00000] in <filename unknown>:0


GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 422)


If I do activate the mini-map, these messages no longer appear.

Here is my mod list :

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1249</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBPrepareCarefully</li>
    <li>ESM - CustomPopulation</li>
    <li>RW_Manager-0.14.0.2</li>
    <li>StorageSearch-0.14.0</li>
    <li>kNumbers-0.5.1-A14</li>
    <li>RW_EnhancedTabs-0.14.0.0</li>
    <li>RW_MedicalInfo-0.14.0.0</li>
    <li>RW_FluffyRelations-0.14.0.0</li>
    <li>Fluffy_Tabs-0.14.0.2</li>
    <li>LT_NoCleaningPlease</li>
    <li>xeva_hair</li>
    <li>Apparello</li>
    <li>NaturalFloors-NaturalFloors1.3</li>
    <li>Clutter Furniture</li>
    <li>Clutter Structure</li>
    <li>Clutter Misc Hands</li>
    <li>Rimfire 2.1</li>
    <li>Rimfire 2.1 + Clutter Misc Hands</li>
    <li>RedistHeat</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>More Vanilla Turrets</li>
    <li>Embrasures-Embrasures1.5</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ReclaimFabric-ReclaimFabric1.5</li>
    <li>ArmourRepair-ArmourRepair-1.0</li>
    <li>TargetPractise</li>
    <li>Medical Training</li>
    <li>LT_DoorMat</li>
    <li>LT_Gardening</li>
    <li>AdditionalLighting-AdditionalLighting1.7</li>
    <li>FluffierThanThou-Fluffy_Breakdowns-39f6364</li>
    <li>ADogSaid</li>
    <li>DESurgeries-master</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExpandedProsthetics&amp;OrganEngineering_v172</li>
    <li>EPOE-ADogSaid</li>
    <li>RTFTJ</li>
    <li>Infused</li>
    <li>Grenade Fix</li>
    <li>RW_Outfitter</li>
    <li>RW_Outfitter_Infused</li>
    <li>Hospitality</li>
    <li>Miniaturisation</li>
    <li>ESM - DoNotDisturb</li>
    <li>ESM - MountainTemp</li>
    <li>LessIncidentTrolling</li>
    <li>MadSkills-A14-1.1.6-T</li>
  </activeMods>
</ModsConfigData>


Community Core Library :: Library Core :: Validations :: Validated
ModHelperDef :: Community Core Library :: Passed validation, requesting v0.14.2
ModHelperDef :: Community Core Library - Vanilla Tweaks :: Passed validation, requesting v0.14.2
ModHelperDef :: ESM - Custom Population :: Passed validation, requesting v0.14.0
ModHelperDef :: Storage Search :: Passed validation, requesting v0.14.0
ModHelperDef :: Fluffy Relations :: Passed validation, requesting v0.14.0
ModHelperDef :: Work Tab :: Passed validation, requesting v0.14.0
ModHelperDef :: LT-No Cleaning Please! :: Passed validation, requesting v0.14.0
ModHelperDef :: Clutter Furniture Module :: Passed validation, requesting v0.14.0
ModHelperDef :: Clutter Misc Module - Hands :: Passed validation, requesting v0.14.0
ModHelperDef :: Rimfire 2.1 :: Passed validation, requesting v0.14.1
ModHelperDef :: Rimfire 2.1 + Clutter Misc Hands :: Passed validation, requesting v0.14.1
ModHelperDef :: RedistHeat :: Passed validation, requesting v0.14.0
ModHelperDef :: ReclaimFabric :: Passed validation, requesting v0.14.0
ModHelperDef :: Fluffy Breakdowns :: Passed validation, requesting v0.14.2
ModHelperDef :: Infused :: Passed validation, requesting v0.14.1
ModHelperDef :: Outfitter :: Passed validation, requesting v0.14.0
ModHelperDef :: Hospitality :: Passed validation, requesting v0.14.0
ModHelperDef :: Miniaturisation :: Passed validation, requesting v0.14.0
ModHelperDef :: ESM - Do Not Disturb :: Passed validation, requesting v0.14.0
ModHelperDef :: ESM - Mountain Temp :: Passed validation, requesting v0.14.0


Thank you for any insight and the outstanding work on the CCL.
Title: Re: [A14] Community Core Library v0.14.2
Post by: 1000101 on August 12, 2016, 06:59:54 PM
Quote from: ThiIsMe007 on August 12, 2016, 06:00:37 PMI would like to have a confirmation that the game with the latest version of the CCL can be played without activating the minimap. For personal reasons, I would like to avoid using it (I consider it a cheat).

There should be no issues with not enabling the minimap, by default it's disabled and you need to turn it on in the MCM.  Those errors aren't related directly to CCL but a mod using CCL (in this case one of Fluffy's mods).

The only tab replacer of Fluffy's I'm using is the relations tab and I can't reproduce this error.
Title: Re: [A14] Community Core Library v0.14.2
Post by: Havan_IronOak on August 12, 2016, 07:23:28 PM
Quote from: 1000101 on August 12, 2016, 10:03:06 AM
You can click the little lock icon beside the minimap and drag the minimap itself to anywhere on the screen you like, you can also resize it.  ;)

That's all true and I'm quite happy with the way that it all works.

However I recently was limited to a lower resolution for a time and while game runs quite well if one plays at a lower resolution screen real-estate becomes a real issue. Having the option to have pawn icons stack vertically rather than horizontally would give users limited to those resolutions better options.

That's what my suggestion was in reference to. The game works fine for me and this mod is great as is.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: MrBusinessChicken on August 12, 2016, 10:05:52 PM
I must be an idiot, but I can't seem to get the 1241 version of CCL to update to the 1249 version on Steam. The Vanilla tweaks is 1249 but the Library is still 1241.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Etherdreamer on August 12, 2016, 11:01:24 PM
The update it´s save friendly?
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 12, 2016, 11:50:57 PM
Quote from: MrBusinessChicken on August 12, 2016, 10:05:52 PMI must be an idiot, but I can't seem to get the 1241 version of CCL to update to the 1249 version on Steam. The Vanilla tweaks is 1249 but the Library is still 1241.

What do you mean the "1241" version and "1249" version?  CCL is not versioned like that.  Do you mean you have v0.14.1 and you can't get it to update to a newer version?  If so, then I can't help you as I don't use Workshop so I have no experience with it.  That being said, you can try unsubscribing so it is removed from the game and then resubscribe.


Quote from: Etherdreamer on August 12, 2016, 11:01:24 PMThe update it´s save friendly?

The updates are always save friendly.  We strive to make sure things won't break and put off anything that will until a new alpha release of the game.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: MrBusinessChicken on August 13, 2016, 12:35:34 AM
Quote from: 1000101 on August 12, 2016, 11:50:57 PM
What do you mean the "1241" version and "1249" version?  CCL is not versioned like that.  Do you mean you have v0.14.1 and you can't get it to update to a newer version?  If so, then I can't help you as I don't use Workshop so I have no experience with it.  That being said, you can try unsubscribing so it is removed from the game and then resubscribe.

Yes v0.14.1. I can't seem to get it to v0.14.2. Resubscribing didn't seem to work. Thank you though!
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 13, 2016, 03:09:38 AM
Quote from: MrBusinessChicken on August 13, 2016, 12:35:34 AM
Quote from: 1000101 on August 12, 2016, 11:50:57 PM
What do you mean the "1241" version and "1249" version?  CCL is not versioned like that.  Do you mean you have v0.14.1 and you can't get it to update to a newer version?  If so, then I can't help you as I don't use Workshop so I have no experience with it.  That being said, you can try unsubscribing so it is removed from the game and then resubscribe.

Yes v0.14.1. I can't seem to get it to v0.14.2. Resubscribing didn't seem to work. Thank you though!

Try unsubscribing, delete the local mod data, then resubscribe.  I don't know if you can "verify files" for mods or not but if you can, try that too.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: MrBusinessChicken on August 13, 2016, 08:41:01 AM
Quote from: 1000101 on August 13, 2016, 03:09:38 AM
Quote from: MrBusinessChicken on August 13, 2016, 12:35:34 AM
Quote from: 1000101 on August 12, 2016, 11:50:57 PM
What do you mean the "1241" version and "1249" version?  CCL is not versioned like that.  Do you mean you have v0.14.1 and you can't get it to update to a newer version?  If so, then I can't help you as I don't use Workshop so I have no experience with it.  That being said, you can try unsubscribing so it is removed from the game and then resubscribe.

Yes v0.14.1. I can't seem to get it to v0.14.2. Resubscribing didn't seem to work. Thank you though!

Try unsubscribing, delete the local mod data, then resubscribe.  I don't know if you can "verify files" for mods or not but if you can, try that too.

I went to sleep and came back in the morning and it was updated. Thank you for helping me!
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Lumaan on August 13, 2016, 08:45:20 AM
Quote from: 1000101 on August 13, 2016, 03:09:38 AM
I don't know if you can "verify files" for mods or not but if you can, try that too.
You cant it's only for the game files, not any mods you might have :( *Be nice if you were able to it, but that's why they *mods* update automatic when Steam see a new version, but think there can be a delay from submitting an update till Steam put it live *Not sure 100%**
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Lolencolony09 on August 14, 2016, 03:58:42 AM
On the steam version of community core library and I subscribe to it, it gives me the old version instead??
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: kaptain_kavern on August 14, 2016, 04:36:33 AM
IIRC there is no "official" CCL release on Steam WorkShop. I'm not 100% sure about although
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Sarelth on August 14, 2016, 04:42:51 AM
Quote from: Lumaan on August 13, 2016, 08:45:20 AM
Quote from: 1000101 on August 13, 2016, 03:09:38 AM
I don't know if you can "verify files" for mods or not but if you can, try that too.
You cant it's only for the game files, not any mods you might have :( *Be nice if you were able to it, but that's why they *mods* update automatic when Steam see a new version, but think there can be a delay from submitting an update till Steam put it live *Not sure 100%**

Did you remove the folder for the older version from the mods folder? If you do not it reads parts left behind in the older version for some reason. One of the issues with using the Steam workshop, it does not auto delete older parts that are not used anymore.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 14, 2016, 06:39:34 AM
Quote from: kaptain_kavern on August 14, 2016, 04:36:33 AMIIRC there is no "official" CCL release on Steam WorkShop. I'm not 100% sure about although

There is a "convenience" release on steam which was published by skullywag and have fluffy and myself as contributors.  The "official" release is always the github release.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Hatti on August 15, 2016, 07:12:19 PM
Is there any way to inject a ReverseDesignator (ReverseDesignatorDatabase.InitDesignators) without detour?
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 16, 2016, 04:52:30 AM
You don't need a detour, you just need to have you code run early enough to do it.

Personally, I use a SpecialInjector (see ESM - Mine Vein and ESM - Smooth Wall).

However, now that you mention wanting a "simple" way to do it, I may add a reverse designator injector into the ModHelperDef.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Adventurer on August 17, 2016, 06:49:09 AM
Any plans on implementing functionality to allow mods to both be able to make independent changes to map generation without conflicting with one another?
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 17, 2016, 03:06:14 PM
Quote from: Adventurer on August 17, 2016, 06:49:09 AMAny plans on implementing functionality to allow mods to both be able to make independent changes to map generation without conflicting with one another?

This would have been a good idea months ago but with the upcoming A15 there is no need.

http://ludeon.com/blog/ (http://ludeon.com/blog/)
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: kaptain_kavern on August 17, 2016, 03:17:00 PM
Yeah this look promising
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: zlj on August 18, 2016, 01:48:23 PM
Hi,

maybe a stupid question, but given that there are some .. ahem .. not mod friendly variables in the game code, is it possible to detour an entire base class? I've already done it successfully with CCL and individual methods of a class (even those pesky get/set ones!), but haven't found anything that would allow me to detour an entire class with CCL.

I was particularly looking at the "RimWorld" => "SkillRecord" class, because of the private Pawn pawn variable.

Thanks
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 18, 2016, 02:57:27 PM
Detouring only applies to methods (code) and classes are just conceptual containers for data (fields).  Since data isn't "run" then detouring doesn't even make sense in their context.

For the private pawn field, you just need a little reflection.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: zlj on August 18, 2016, 04:21:26 PM
Hi,

unfortunately that didn't make any sense to me, or maybe i didn't clearly state what i wanted to say in the first place =p

RimWorld instantiates SkillRecord classes

I'd like it to instantiate MyMuchBetterSkillRecordThatDoesn'tUseStupidPrivateVariables classes instead, which basically is a clone of SkillRecord but with several modifications. But from your response i'm getting that this is not possible.

As for the reflection, i tried that, but it kind of fails pretty badly (with all Pawns not being able to do anything). I'd appreciate it if you can provide a hint at what i'm doing wrong?

Thank you!


namespace static_quality
{
    class static_quality_no_skill_degrading : SkillRecord
    {

        public static FieldInfo fi = typeof(SkillRecord).GetField("pawn", BindingFlags.Instance | BindingFlags.NonPublic);
Pawn pawn = (Pawn)fi.GetValue(null);

        public float _LearningFactor
        {
            get
            {
                if (DebugSettings.fastLearning)
                {
                    return 200f;
                }
                float num = pawn.GetStatValue(StatDefOf.GlobalLearningFactor, true) - 1f;  // << crashes here

// more stuff

}
}
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 18, 2016, 05:19:26 PM
Your reflection is wrong.  Or, rather, your call to the GetValue().  You aren't passing the object which contains the field, you are passing null (which is only valid for static member).

Take a look at CCLs source and it's detours, there is a fair bit of reflection in those for non-public members.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: SpaceDorf on August 19, 2016, 10:53:05 AM
Can I make a wish here for the CCL ?
As far as I remember the Minimap is from the CCL,
could you add an overlay for things drawn with the games Plan Tool ?
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: gendalf on August 20, 2016, 07:01:44 AM
suggestion for minimap:
- add ores colors
- make it save the selected buttons and layers of zones, etc, of the map itself
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: zlj on August 20, 2016, 02:45:50 PM
Quote from: 1000101 on August 18, 2016, 05:19:26 PM
Your reflection is wrong.  Or, rather, your call to the GetValue().  You aren't passing the object which contains the field, you are passing null (which is only valid for static member).

Take a look at CCLs source and it's detours, there is a fair bit of reflection in those for non-public members.

Thanks for the tip. Of course it doesn't work out of the box with that particular class/method construct, but i managed to work around it ;)

Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 20, 2016, 02:53:14 PM
Quote from: gendalf on August 20, 2016, 07:01:44 AMsuggestion for minimap:
- add ores colors
- make it save the selected buttons and layers of zones, etc, of the map itself

We originally looked at adding a colour map for terrain and ores but the problem was not all the defs contained colour information.

Saving the state of areas and zones is a bit tricky because they don't have a fixed def, they are auto-generated at runtime so the "key" used to save them may not exist between one play session and another.

Quote from: SpaceDorf on August 19, 2016, 10:53:05 AMCan I make a wish here for the CCL ?
As far as I remember the Minimap is from the CCL,
could you add an overlay for things drawn with the games Plan Tool ?

The planning tool should be an easy enough overlay to add, thanks for the suggestion.  :)

Quote from: zlj on August 20, 2016, 02:45:50 PM
Quote from: 1000101 on August 18, 2016, 05:19:26 PMYour reflection is wrong.  Or, rather, your call to the GetValue().  You aren't passing the object which contains the field, you are passing null (which is only valid for static member).

Take a look at CCLs source and it's detours, there is a fair bit of reflection in those for non-public members.

Thanks for the tip. Of course it doesn't work out of the box with that particular class/method construct, but i managed to work around it ;)

Just make sure you are passing the correctly typed object to the GetValue() method of the FieldInfo for any given reflection.  You only pass a null object for static members.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: SpaceDorf on August 20, 2016, 02:59:35 PM
Quote from: 1000101 on August 20, 2016, 02:53:14 PM

Quote from: SpaceDorf on August 19, 2016, 10:53:05 AMCan I make a wish here for the CCL ?
As far as I remember the Minimap is from the CCL,
could you add an overlay for things drawn with the games Plan Tool ?


Thanks, I found out, that the planning tool is awesome to mark minerals and geysiers after visually prospecting the maps.
Now if I could see those on the minimap it would be optimal.

Anf thanks for all your work, the minimap made my game so much easier.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Hatti on August 21, 2016, 04:34:52 PM
any ETA for a A15 version to get CCL dependant mods going?
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 21, 2016, 06:08:09 PM
Quote from: Hatti on August 21, 2016, 04:34:52 PMany ETA for a A15 version to get CCL dependant mods going?

Nope, and we'll never give ETA's so don't bother asking.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: Telkir on August 23, 2016, 06:53:54 AM
I've read through the docs / examples and searched forum posts, but couldn't tell whether this was possible - does CCL allow for replacing the texture of a Core terrain without redefining any XML?

I guessed it might be done with post-injection, something like this:

    public class GravelTweaker : SpecialInjector
    {
        public override bool Inject()
        {
            TerrainDef.Named("Gravel").fertility = 0.25f;
            TerrainDef.Named("Gravel").texturePath = "Terrains/NewGravel";
            return true;
        }
    }


But this has no effect - not even an error - perhaps because by the point this code runs, the texture at the original path was already loaded.

Any help appreciated.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 23, 2016, 12:17:03 PM
Yes, CCL does it's injections after all assets are loaded, etc.

You'd need to set up a long event handler (as texture loading has to be done in the main thread) to load the new texture directly.

Alternately, you could simply recreate the textures directory structure and place your texture in that with the proper filename and the game will automatically load it.  No need for XML or C# or CCL.

Modifying the values of the def however, will still require an XML override (which will cause the "sand" issue for existing saves) or C# after the game has generated the hash value for the terrain (such as when CCL executes special injectors).
Title: Re: [A14] Community Core Library v0.14.3
Post by: Adventurer on August 23, 2016, 12:58:05 PM
Noticed this just updated. Should I start using this right now, or should I want for my CCL-dependent mods to update?
Title: Re: [A14] Community Core Library v0.14.3
Post by: BlackSmokeDMax on August 23, 2016, 01:00:18 PM
Quote from: Adventurer on August 23, 2016, 12:58:05 PM
Noticed this just updated. Should I start using this right now, or should I want for my CCL-dependent mods to update?

Think they have stated CCL should never break compatibility with older mods. Could be wrong about that, might want to read back a couple pages, think this was somewhat recently answered.
Title: Re: [A14] Community Core Library v0.14.3
Post by: DariusWolfe on August 23, 2016, 01:01:00 PM
Nine times in ten, a mod like CCL is compatible with mods built for older versions. If it's ever not, the devs will usually say so, similarly to how Tynan points out when a new Alpha will not be compatible with older saves.
Title: Re: [A14] Community Core Library v0.14.3
Post by: 1000101 on August 23, 2016, 01:14:30 PM
CCL mods do not need to be updated, CCL is independant and we strive not to break things.
Title: Re: [A14] Community Core Library v0.14.3
Post by: SpaceDorf on August 23, 2016, 02:33:10 PM
Whoooaaa Dudes.
That was one fast feature request Inclusion. Thank you all :)

Now an equally fast Bug-Report. The Digging and Tool designations don't get removed again from the Minimap.
I waited about 5 minutes real time to see if its time related, and I tested Mining by actually mining a bit.
Both did not work.

I use CannibarRechters Better Planning Tool but deactivated it for testing. The error remained.
The Designations get removed from the map, when I restart the game and reload. Reloading alone does not fix
the problem.

Could it be because I included it in a running game ? I could upload a savegame, but I have an extensive modlist :)
Title: Re: [A14] Community Core Library v0.14.3
Post by: 1000101 on August 23, 2016, 02:39:56 PM
An equally-equally fast response stating, yet again, that issues belong in the issue tracker not on the forums.

re:  Issue Reporting (https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403)
Title: Re: [A14] Community Core Library v0.14.3
Post by: SpaceDorf on August 23, 2016, 03:15:56 PM
Thanks, I will do that.
Sorry I did not read all of the front page.

--- EDIT ---

Any suggestions what I should add to the bug report ?
Title: Re: [A14] Community Core Library v0.14.3
Post by: 1000101 on August 23, 2016, 03:28:38 PM
Don't worry about it, I fixed it and pushed a new bug-fix release.  Sorry about the derpy initial release.  :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on August 23, 2016, 03:37:57 PM
Thanks, I did the report. I wanted to register to github anyway :)

And as far as derpy releases go .. you need to screw up a lot worse to compete with the TripleA Companies :D
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on August 23, 2016, 03:46:20 PM
And the fix works :)

Thank you very much :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 23, 2016, 03:47:30 PM
Quote from: SpaceDorf on August 23, 2016, 03:37:57 PMAnd as far as derpy releases go .. you need to screw up a lot worse to compete with the TripleA Companies :D

Are you saying CCL isn't TripleA?  :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on August 23, 2016, 03:50:26 PM
Quote from: 1000101 on August 23, 2016, 03:47:30 PM
Quote from: SpaceDorf on August 23, 2016, 03:37:57 PMAnd as far as derpy releases go .. you need to screw up a lot worse to compete with the TripleA Companies :D

Are you saying CCL isn't TripleA?  :P

No, its way better :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: lukasix2273 on August 24, 2016, 05:16:24 PM
Hi, since CCL includes the Def needed to create a new backstory, could anyone make a mod for me that would create an adult and a child backstory, both giving no stats? I'd do it myself, but no idea how to. I'm sure it wouldn't be a difficult task for someone experienced, given that the API for that seems to be provided, so I would be really thankful :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 24, 2016, 05:32:24 PM
It's just simple xml and the modders resource has an example of how to do it.  If you give yourself all of five minutes, you can figure it out and do it yourself.  ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DariusWolfe on August 24, 2016, 06:57:21 PM
This is a simple tool I've made that will generate the code for a Backstory, just by filling out the form.

Fill out the form on the Worksheet tab, then copy all of the text from the Output tab to put into the proper file in the proper place.

BackstoryGen.xlsx (https://drive.google.com/open?id=0B1AQjrin533mUzA2U2xxZWZnQ0k)

Edit: Don't try to use the tool on the web, download a copy for yourself.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: lukasix2273 on August 25, 2016, 06:22:17 AM
Quote from: 1000101 on August 24, 2016, 05:32:24 PM
It's just simple xml and the modders resource has an example of how to do it.  If you give yourself all of five minutes, you can figure it out and do it yourself.  ;)

Quote from: DariusWolfe on August 24, 2016, 06:57:21 PM
This is a simple tool I've made that will generate the code for a Backstory, just by filling out the form.

Fill out the form on the Worksheet tab, then copy all of the text from the Output tab to put into the proper file in the proper place.

BackstoryGen.xlsx (https://drive.google.com/open?id=0B1AQjrin533mUzA2U2xxZWZnQ0k)

Edit: Don't try to use the tool on the web, download a copy for yourself.

Thanks guys!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DoomAngelBlade on August 25, 2016, 07:15:07 AM
Hi!
I liked your message
"You really like playing with fire"

Add more!

Like "You should restart the game right now!"
"You have no Idea what you are doing!"
"You might destroy everything! EVERYTHING"

And allow players to actually launch their game after several time(w other mods turned off), making them not able to see any saves and make game go on absurdly hard way(sickness from beginning, all sicknesses, explosion, raids etc.)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 25, 2016, 05:55:12 PM
Quote from: DoomAngelBlade on August 25, 2016, 07:15:07 AMAnd allow players to actually launch their game after several time(w other mods turned off), making them not able to see any saves and make game go on absurdly hard way(sickness from beginning, all sicknesses, explosion, raids etc.)

Players can already start new games/load games without restarting.  You just need to check the box.

(http://www.screenbin.org/shots/5de875fceae612d0b101f3e5701cd9e8.jpg)

Once you do that and wait for the time-out, you will be presented with a confirmation.

(http://www.screenbin.org/shots/93f8bc62043db87ad9122d97082c8c9d.jpg)

Then, you will be able to play the game.

(http://www.screenbin.org/shots/d36b620c6ecdc07420a0bdb1951fce6e.jpg)

CCL colour codes the buttons to try to guide you to the best course of action.  It doesn't stop you from being stupid but it makes you have to go out of your way to do so.  :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Zalzany on August 27, 2016, 02:06:04 AM
I got ask, hate to be that guy but any luck with A15, I am just now getting hip to mods, and finding some amazing ones, that all use this, and gotten responses from their devs saying they would love a15 updates but alas they need CCL first, and assume that is gonna be a fun undertaking. But I really can't go back to a14, it was nice but so spoiled now with the pot and what not. Plus dozen other good fixes like rapid animals at night waking up to go man hunter instead of it just being a dream they killed all humans they forgot in the morning.
Title: Re: [A14] Community Core Library v0.14.2.1
Post by: 1000101 on August 27, 2016, 08:30:00 AM
Quote from: 1000101 on August 21, 2016, 06:08:09 PM...we'll never give ETA's so don't bother asking.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on August 29, 2016, 02:27:49 AM
When playing with CCL and CCL mods in A14 my UI preferences kept resetting upon save load / game restart. For example, "auto-expand home zone" and "use manual work priorities" kept resetting to their default values. I was unsure about filing an issue on github because I don't know if this is even directly CCL's fault or the result of using some mods.

Is this an issue you guys are aware of? Is it directly related to CCL? Maybe it was just a base-game bug, I am still unsure. As I have updated to A15 with Steam I currently don't use mods so I cannot test this issue.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 29, 2016, 06:34:18 AM
Actually that may be CCLs fault.  I'll make sure to test it for the A15 release.  Please do file an issue report in our tracker so I don't forget.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on August 29, 2016, 07:07:30 AM
Done and done, thanks for the reply. I can also attest I have seen multiple users on Steam report work priorities being reset to automatic mode with Fluffy's Work Tab but I don't think it is directly the mod's fault because elements outside of the work tab would also reset for me.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mordan on August 29, 2016, 02:44:05 PM
Quote from: Dingo on August 29, 2016, 07:07:30 AM
Done and done, thanks for the reply. I can also attest I have seen multiple users on Steam report work priorities being reset to automatic mode with Fluffy's Work Tab but I don't think it is directly the mod's fault because elements outside of the work tab would also reset for me.

I noticed Fluffys Work Tab was doing that for me too and filed an issue on his github, but then noticed that a lot of the mods I use, do revert back to their default state even the minimap... So yeah, maybe this is a CCL issue after all.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Lockdown on August 30, 2016, 04:05:30 PM
Quote from: mordan on August 29, 2016, 02:44:05 PM
I noticed Fluffys Work Tab was doing that for me too and filed an issue on his github, but then noticed that a lot of the mods I use, do revert back to their default state even the minimap... So yeah, maybe this is a CCL issue after all.

I have the issue with the minimap as well, but Fluffy's Work Tab works correctly except for its MCM settings. Could never quite figure out if the bug is within CCL's implementation of MCM, or from something it borrows from the base game.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 30, 2016, 05:29:03 PM
Quote from: Lockdown on August 30, 2016, 04:05:30 PM
Quote from: mordan on August 29, 2016, 02:44:05 PM
I noticed Fluffys Work Tab was doing that for me too and filed an issue on his github, but then noticed that a lot of the mods I use, do revert back to their default state even the minimap... So yeah, maybe this is a CCL issue after all.

I have the issue with the minimap as well, but Fluffy's Work Tab works correctly except for its MCM settings. Could never quite figure out if the bug is within CCL's implementation of MCM, or from something it borrows from the base game.

There is no question there nor is there any real bug report.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Lockdown on August 30, 2016, 07:09:45 PM
Quote from: 1000101 on August 30, 2016, 05:29:03 PM
Quote from: Lockdown on August 30, 2016, 04:05:30 PM
Quote from: mordan on August 29, 2016, 02:44:05 PM
I noticed Fluffys Work Tab was doing that for me too and filed an issue on his github, but then noticed that a lot of the mods I use, do revert back to their default state even the minimap... So yeah, maybe this is a CCL issue after all.

I have the issue with the minimap as well, but Fluffy's Work Tab works correctly except for its MCM settings. Could never quite figure out if the bug is within CCL's implementation of MCM, or from something it borrows from the base game.

There is no question there nor is there any real bug report.

Alright? Not sure what you're trying to say, I was just letting mordan know that the MCM settings not persisting may not be necessarily related to Work Tab's priority resets.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on August 31, 2016, 02:20:36 PM
RIP colony till this updates =/
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: halojack57 on August 31, 2016, 02:49:45 PM
Yeah hopefully it will be updated soon
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Diana Winters on August 31, 2016, 02:52:46 PM
Quote from: halojack57 on August 31, 2016, 02:49:45 PM
Yeah hopefully it will be updated soon
Quote from: fishbones on August 31, 2016, 02:20:36 PM
RIP colony till this updates =/

It will update when it Updates. Whining about it won't make it update faster. If anything, it will take longer.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Blopbi on August 31, 2016, 02:58:12 PM
Quote from: Diana Winters on August 31, 2016, 02:52:46 PM
Quote from: halojack57 on August 31, 2016, 02:49:45 PM
Yeah hopefully it will be updated soon
Quote from: fishbones on August 31, 2016, 02:20:36 PM
RIP colony till this updates =/

It will update when it Updates. Whining about it won't make it update faster. If anything, it will take longer.

I wouldn't call that whining! Well, not the first one, anyways! Just hopefulness  ;D
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 31, 2016, 02:59:54 PM
Be hopeful silently, there is no need to post it on the internet.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DariusWolfe on August 31, 2016, 06:59:25 PM
There's more reason to post hopefulness on the internet than there is reason to post rudeness.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Diana Winters on August 31, 2016, 07:07:06 PM
Quote from: DariusWolfe on August 31, 2016, 06:59:25 PM
There's more reason to post hopefulness on the internet than there is reason to post rudeness.

Take the hint (https://www.youtube.com/watch?v=cyW2ajAVyfA)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 31, 2016, 07:16:39 PM
I'm not trying to be rude, but everybody asking the same question when it's been answered repeatedly is definitely rude.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DariusWolfe on August 31, 2016, 07:19:44 PM
Quote from: 1000101 on August 31, 2016, 07:16:39 PM
I'm not trying to be rude, but everybody asking the same question when it's been answered repeatedly is definitely rude.

It's not rude. It's the internet. When you make something people really like, they're going to get excited and pester you, and this is exacerbated by having a few dedicated spots to enthuse over that thing.

Telling people to shut up, even if you don't use those exact words ("be hopeful silently" is telling people to shut up) is rude, though. I get that it's annoying (intellectually; I've never made anything people get this excited about) but is it really that difficult to just ignore the hopeful posts?

Edit: Also, Diana? Not even vaguely the same thing. Pestering someone to give up their personal information or spend time with you is a far cry from asking for updates to a product made public. Conflating harassment with asking for updates is kind of insulting to women who have to deal with the real thing.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Diana Winters on August 31, 2016, 07:29:06 PM
Quote from: DariusWolfe on August 31, 2016, 07:19:44 PM
<snip>
Edit: Also, Diana? Not even vaguely the same thing. Pestering someone to give up their personal information or spend time with you is a far cry from asking for updates to a product made public. Conflating harassment with asking for updates is kind of insulting to women who have to deal with the real thing.

Yes, it's very offending to myself :p

Get off your high-horse, seriously
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DariusWolfe on August 31, 2016, 07:33:53 PM
I like it here, thanks. I can see so much farther.

And yeah, it probably is insulting to yourself, even if you choose not to see it that way. But hey, guess what? You're not the only woman on the internet, either!

I like arguing on the internet. Normally I prefer to do it civilly and respectfully, but I can get down with a good flame war or petty namecalling argument too, if I'm in the right mood. I'd rather not here because, within the context of Rimworld, I respect both you and E for the contributions I've seen you both make to the community.

But I call it like I see it, and I always will. I don't expect I'm going away any time soon, either.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on August 31, 2016, 07:35:17 PM
Quote from: DariusWolfe on August 31, 2016, 07:19:44 PMIt's not rude. It's the internet.

The medium doesn't change whether it's polite/rude/tactful/tactless.

Anyway, It's coming, I'm working on it, I get that people are excited and/or looking forward to it for whatever reasons.  But at the same time having to respond to all the queries cuts into the time I can work on it so please stop posting queries about it.  It'll be ready when it's ready.

Regarding the video and harassment, I highly doubt she was trying to equate anything and it was just meant to be funny.  It's an insult to women who have to deal with that to try to draw parallels where there aren't any when it wasn't meant in it's original context to do so.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: DariusWolfe on August 31, 2016, 07:39:37 PM
Cool. I don't agree with everything you said, but as you said, responding here cuts into your development time, and I'm as eager as anyone to get the update.

If Diana wants to keep arguing with me, I'm game; Just hit me up with a PM so we don't keep distracting E. If not, also cool.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Ramsis on August 31, 2016, 07:49:21 PM
How about all of you morons stop arguing and pestering 1000101 before I start passing out bans. Trust me, I'm the fun admin, I'll see most of you out for a week and I won't even bat a friggen eye.

Now shut up and wait it out, all of you.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mrofa on August 31, 2016, 08:29:34 PM
(https://s12.postimg.org/9q8x87v99/Ekie_Working_Haed.png)
Ekie is currently working hard so dont bother him.
Also if you see him moving, run , thats prapobly a zombie.

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: jacob814 on September 01, 2016, 08:35:25 AM
Oh my, what did I just read XD. 1000101, take your time. Also this isnt a job, make sure your still having fun doing this.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dave-In-Texas on September 01, 2016, 06:12:51 PM
with respect to all the hard feelings about the posts, why not lock the thread like last time?  too many new garbage threads? le sigh. 
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Helpful Bot on September 01, 2016, 08:51:06 PM
15c is out that may or may not make your lives harder and/or easier. The point is that it may effect you guys so check it out.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Diana Winters on September 01, 2016, 10:11:08 PM
Quote from: Willowisp on September 01, 2016, 08:51:06 PM
15c is out that may or may not make your lives harder and/or easier. The point is that it may effect you guys so check it out.

The modding community is well aware ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on September 01, 2016, 10:38:00 PM
Am I the only one that wants more drama in order to have more mrofa's drawing?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Natirs on September 02, 2016, 08:52:18 AM
I understand people's frustration, but I would rather it takes a little bit longer to get a released version than one quickly put together. I have several mods that require this so I've just created a new colony without those mods for the time being. But the things that have to be considered, the new 15c patch and the amount of stuff changed in version 15.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on September 02, 2016, 09:35:31 AM
I am getting anxious too.

Because its over 2 weeks now that those f*****g nice steam using as*****s people
play A15 .. even when it comes out, I can't because it's still broken with my favorite 50 odd mods ..

when all I want is this ..

(https://www.irononsticker.com/images/2013/09/14/WANNA%20GET%20HIGH%20TOWELIE%20T%20SHIRT%20STICKER.png)


Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AstroChimp on September 02, 2016, 01:11:53 PM
Quote from: kaptain_kavern on September 01, 2016, 10:38:00 PM
Am I the only one that wants more drama in order to have more mrofa's drawing?

We should start a Drama thread. Some illustrations might even pop out. :D
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: cap75 on September 02, 2016, 02:16:19 PM
Started the game on a14, soon discovered mods and ccl.
Now playing a15 without ccl and the supported mods I can feel how to trully appreciate your work. Thks.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: pktongrimworld on September 02, 2016, 02:52:29 PM
thank you for CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: EnterTheNameHere on September 02, 2016, 05:39:51 PM
Thank you for the mod too. I don't know how could I live without minimap...

If you were painting you might use a horsehair paint_____:
40 minutes before I found the answer to this ****** question so I can post this...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 03, 2016, 07:46:43 AM
haha ya i feel so blind without it XD
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Krolon on September 03, 2016, 11:01:05 AM
Can we (players) speed up updating to a15? A lot of mods that we're using are still waiting.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on September 03, 2016, 03:25:21 PM
Propably not, as will all software problems, the developers themselves know best where the problems are and bringing someone up to speed costs more ressources than working on a solution.
Especially since CCL is mostly C#.

@the CCL Team.
Can you tell us which issues you are fighting ?
Maybe venting helps a bit :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 04, 2016, 05:55:32 AM
its not issues really, its the whole we dont have the source and a good portion of the stuff we mess with is obsfucated so we have to take educated guesses at what the original code looked like for those areas and rewrite into readable code, this is majorly time consuming and difficult (I really only trust 1000101 to do it right, i wouldnt trust myself) and we have to check it every release to be sure nothing changed in tht coedes logic. So no, nothing the players can do bar wait patiently.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: chaotix14 on September 04, 2016, 06:08:18 AM
Whine to Tynan to make his friggin source code public, that's about the extend a player can do to help the CCL team. It's not gonna happen, because it's been asked so many times and he still hasn't done it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Bloodshot on September 04, 2016, 07:06:25 AM
@skullywag: so ccl is "reverse engineering" the game so that it is mod friendly? can you "just" update the new parts or do you have to start over for every patch?
ever tried to contract the dev and make ccl part of the game if the sourcecode is better to mod?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Arnold Rimmer on September 04, 2016, 07:21:51 AM
So here is how we do it:
1. collect 0.10 buck from every player
2. send all that money to Marek Rosa (Space Engineers) under the condition he has a serious talk with Tynan
about releasing the part of the code that's helpful to modders and only that part.
3. sit back and smile.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: EnterTheNameHere on September 04, 2016, 12:08:59 PM
Um, I would rather prefer any money go to Ludeon Studios... Nothing against Space Engineers or Keen Software House (I have bought the game long ago), and I bet Marek himself would rather say give that money to fund RimWorld.

However as far as open software and openness to modding can go, Tynan could take an example from Space Engineers...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AstroChimp on September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 04, 2016, 01:43:43 PM
introducing...
THE CCL DLC

because 3 letter acronyms are F.U.N.


also i know ccl is a huge thing.
would splitting the minimap and the config menu affect anything?
some mods might just require the config menu.. in a14 they required ccl.. now its a15 and they suddenly dont... and just have a different way to access their menus....
and the minimap was insanely useful XD
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Deimos Rast on September 04, 2016, 03:12:56 PM
I come from the land of github.... :-\
Keep calm and carry on. That's the ticket.
Keep up the good work, lads (and ladies)!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Natirs on September 04, 2016, 04:36:56 PM
Quote from: AstroChimp on September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.

Let's be honest here, the game has mod "support" yet the majority of the mods are not even compatible with the game. For that reason alone, CCL should be incorporated into the core game.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AstroChimp on September 04, 2016, 04:49:55 PM
Quote from: Natirs on September 04, 2016, 04:36:56 PM
Quote from: AstroChimp on September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.

Let's be honest here, the game has mod "support" yet the majority of the mods are not even compatible with the game. For that reason alone, CCL should be incorporated into the core game.

Not quite, though. Can't quite remember if it was Skully or Killface(or neither of them, for that matter lol) that said that most mods could work without CCL, especially in A15. But to add noCCL functionality would be too much work other than updating it, which makes sense....
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 04, 2016, 06:26:38 PM
Any possibility of an ETA? Not gonna pretend I know anything about how Rimworld modding works, but I have done mods in the past for other games in another language, and I know it can be a bitch. Just wondering if we're looking at days or weeks
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AtomicRavioli on September 04, 2016, 08:05:38 PM
Quote from: Facepunch on September 04, 2016, 06:26:38 PM
Any possibility of an ETA? Not gonna pretend I know anything about how Rimworld modding works, but I have done mods in the past for other games in another language, and I know it can be a bitch. Just wondering if we're looking at days or weeks

Never ask for ETAs, its impossible to tell most the time, see above posts: Its alot of prodding around in the dark to see if things work (because they don't have the source)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Natirs on September 04, 2016, 08:08:43 PM
Quote from: AstroChimp on September 04, 2016, 04:49:55 PM
Quote from: Natirs on September 04, 2016, 04:36:56 PM
Quote from: AstroChimp on September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.

Let's be honest here, the game has mod "support" yet the majority of the mods are not even compatible with the game. For that reason alone, CCL should be incorporated into the core game.

Not quite, though. Can't quite remember if it was Skully or Killface(or neither of them, for that matter lol) that said that most mods could work without CCL, especially in A15. But to add noCCL functionality would be too much work other than updating it, which makes sense....

And that is where they could easily hire more people. They increased the price of The Pirate King tier due to having too many people buy it. Why wouldn't they just hire another person to work on that stuff rather than increase the price? If they were having that many people buy it, wouldn't you want to continue to encourage people to buy that tier rather than discourage them?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Deimos Rast on September 04, 2016, 10:37:23 PM
>look at repo
>look at A15 branch
>look at date of last commit
:-X
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 05, 2016, 12:43:46 AM
Quote from: Deimos Rast on September 04, 2016, 10:37:23 PM
:-X
they're reverse engineering the rimworld update.. and testing bits and pieces against that.
there isnt anything to commit.
once they're done with that i'd imagine the actual coding will take less than a week if there arent too much required changes.

just because rimworld does not throw an error when loading doesnt mean its actually working.
they'll have to actually go in and test everything for each part of the library.
first to make sure that part is working, then to make sure it doesnt mess up anything else.
then figure out if anything that doesnt seem to work right is because of a mistake in coding that part, or because of another part that isnt loaded yet.

why cant they just load everything and test it? because then they wont know what parts arent working. all they'll know is... somewhere somehow something isnt working in some way.
also: "oh you tested part#175 and you didnt notice that deer killed by the wolf on the other side of the map was not forbidden? congratulations! in another 200 parts time, you will realize something is breaking the forbidding system and u wont know which of the 200 parts did it! have a nice day!"

fastest solution? get ty to release the source code to them. with the source they can check the code instead of trying to test everything every time
will it ever happen? unlikely.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: chaotix14 on September 05, 2016, 05:13:11 AM
Until then it's a lot of trial and error, and in this case even the best educated guesswork is literally shooting in the dark and hoping you hit the deer without hitting the crowd of people standing around it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 05, 2016, 07:31:29 AM
Quotefastest solution? get ty to release the source code to them. with the source they can check the code instead of trying to test everything every time
will it ever happen? unlikely.

I wonder how much of the core/obfuscated code they depend on? This is relevant, because if it's just some select components, I wonder if this is a case for Tynan to provide a bit more modder access to these elements, or to provide some sort of specific modding supportability for that. CCL seems to be a key modding capability, and modability appears to be a design criteria for this game.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 05, 2016, 03:55:52 PM
Hey, guys, I am staring at Detours.TryDetourFromTo right now, and am noticing this method is largely self-contained. I was mulling over taking it out and using it separately (I am currently wanting to play a mod who's sole dependency is this CCL class), but of course this is unsafe code using pointer arithmetic and some pointer arithmetic I don't quite follow.

Is the pointer math likely to still be good?

I would simply try it, but as this is unmanaged code, errors here have the potential to hard crash the .NET CLR...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 05, 2016, 07:10:17 PM
Quote from: AtomicRavioli on September 04, 2016, 08:05:38 PM
Quote from: Facepunch on September 04, 2016, 06:26:38 PM
Any possibility of an ETA? Not gonna pretend I know anything about how Rimworld modding works, but I have done mods in the past for other games in another language, and I know it can be a bitch. Just wondering if we're looking at days or weeks

Never ask for ETAs, its impossible to tell most the time, see above posts: Its alot of prodding around in the dark to see if things work (because they don't have the source)

Sure, but it usually isn't too hard to approximate an approximation. If they're halfway through, double the time they've spent on it and that's good enough for me. I understand what the holdup is, too, and I'm not complaining at all. I've got a lot of respect for the CCL team sacrificing way more time than they should have to, to maintain very probably the single most important mod to rimworld.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Lockdown on September 05, 2016, 07:18:25 PM
Quote from: CannibarRechter on September 05, 2016, 03:55:52 PM
Hey, guys, I am staring at Detours.TryDetourFromTo right now, and am noticing this method is largely self-contained. I was mulling over taking it out and using it separately (I am currently wanting to play a mod who's sole dependency is this CCL class), but of course this is unsafe code using pointer arithmetic and some pointer arithmetic I don't quite follow.

Is the pointer math likely to still be good?

I would simply try it, but as this is unmanaged code, errors here have the potential to hard crash the .NET CLR...

It does work if you copy it over, you just have to set your project to allow unsafe code.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mrofa on September 05, 2016, 08:03:45 PM
Detours relay on RawCode code, he did post it somewhere in help section i think :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AtomicRavioli on September 05, 2016, 09:45:33 PM
Quote from: Facepunch on September 05, 2016, 07:10:17 PM
Quote from: AtomicRavioli on September 04, 2016, 08:05:38 PM
Quote from: Facepunch on September 04, 2016, 06:26:38 PM
Any possibility of an ETA? Not gonna pretend I know anything about how Rimworld modding works, but I have done mods in the past for other games in another language, and I know it can be a bitch. Just wondering if we're looking at days or weeks

Never ask for ETAs, its impossible to tell most the time, see above posts: Its alot of prodding around in the dark to see if things work (because they don't have the source)

Sure, but it usually isn't too hard to approximate an approximation. If they're halfway through, double the time they've spent on it and that's good enough for me. I understand what the holdup is, too, and I'm not complaining at all. I've got a lot of respect for the CCL team sacrificing way more time than they should have to, to maintain very probably the single most important mod to rimworld.

That would work if it was a linear process, but this is more dynamic than anything.

Besides, giving out ETAs brings up a due date, which can lead to expectation problems if it isn't released by then.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 06, 2016, 02:10:36 AM
its.... technically....... possible to estimate..

say there's 100 parts..
find out if the first part works
then find out if the 2nd part works and retest the first part..
then the 3rd, and retest both the 1st and the 2nd.. etc..

assuming testing one part takes up one unit of time, the whole process should take up approximately 5050 units of time! =D
halfway is then when they have tested the 70th piece.

(which kinda gives u an idea of why this is needs time)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: PaoLorenz on September 06, 2016, 06:21:41 AM
...hmmmm....soooooo.......

Made any solid step forward, so far, at least ?!?!
;D
;)
:-*
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Schwartz on September 06, 2016, 08:50:56 AM
...could you stop hassling them? Do I have to quote the mod?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: BlackSmokeDMax on September 06, 2016, 10:23:55 AM
Quote from: Schwartz on September 06, 2016, 08:50:56 AM
...could you stop hassling them? Do I have to quote the mod?

Well said ^^^

I was just about to post that I wouldn't be surprised if they said fuck it and bailed. Seriously irritating conversation. I'm not even involved, but my skin is crawling reading it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Ramsis on September 06, 2016, 11:19:56 AM
All posts asking about when the update is, referencing the update, or just being a general nuisance past this post will be looking at some problems coming down from me. Leave the team alone, stop asking and begging etc about when the update will be and move on with your lives.

Seriously though, I'm getting annoyed with the problems here. Give them space to work, the thread will be updated when they get it done.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 07, 2016, 03:50:38 AM
on a seperate note, i kinda wish mods that only use tiny bits of CCL (such as the mod menu) would say so instead of simply "REQUIRES CCL. ALL OF IT."
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 07, 2016, 08:21:12 PM
This really should be part of the vanilla game, tho.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on September 08, 2016, 12:53:26 AM
The problem with "it should be part of vanilla" is that not 100% of RimWorld players use mods. However, 100% of RimWorld players play RimWorld, the actual game. If Tynan was to work the next few weeks/months implementing CCL's features as part of the core game he would make 0 progress fixing bugs, adding features he wants to and expanding RimWorld as an actual game.

There's a reason CCL is fan-made. RimWorld is very successful but ultimately made by a small studio and I think some people forget that. Any development time taken away from research and implementation of content just stagnates the game on a commercial level at its current iteration.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Lockdown on September 08, 2016, 04:09:33 AM
You realize that a considerable amount of work has already been put into Rimworld to give it mod support, right? True, some players are not taking advantage of that, but it doesn't change the fact that mod support is a selling point in itself, and it's worth the time improving it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: electroglyph on September 08, 2016, 05:51:22 AM
Found this game yesterday, hopelessly addicted.  It's the exact game I dreamed of making, but never got around to doing.  Here to offer help.  ASM/C/C# dev, reversing experience. Send me a PM with what needs to be done. 

Just looked at a tiny bit of code.  I've done this kind of C# hackery before, and I'm well versed in reflection. is this supported by the game creator? how do they feel about reversing around these parts? (i'm assuming some amount of decompilation was done) 
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Bloodshot on September 08, 2016, 09:56:46 AM
Quote from: Dingo on September 08, 2016, 12:53:26 AM
The problem with "it should be part of vanilla" is that not 100% of RimWorld players use mods. However, 100% of RimWorld players play RimWorld, the actual game. If Tynan was to work the next few weeks/months implementing CCL's features as part of the core game he would make 0 progress fixing bugs, adding features he wants to and expanding RimWorld as an actual game.

There's a reason CCL is fan-made. RimWorld is very successful but ultimately made by a small studio and I think some people forget that. Any development time taken away from research and implementation of content just stagnates the game on a commercial level at its current iteration.

CCL is allready programed (or at least most of it) and replaces the core of the game, so replacing those files shouldnt be that hard for a good programmer and a better modding support is a huge feature and would add a lot to rimworld.
rimworld sold very well and now after the a15 patch the playerbase is shrinking. i bet after the release of ccl many players (like me) will come back.
also they gain so much money with the steam release, they could hire 101000100010 (or what his name is :D)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Raccoon on September 08, 2016, 09:59:38 AM
Quote from: Bloodshot on September 08, 2016, 09:56:46 AM
Quote from: Dingo on September 08, 2016, 12:53:26 AM
The problem with "it should be part of vanilla" is that not 100% of RimWorld players use mods. However, 100% of RimWorld players play RimWorld, the actual game. If Tynan was to work the next few weeks/months implementing CCL's features as part of the core game he would make 0 progress fixing bugs, adding features he wants to and expanding RimWorld as an actual game.

There's a reason CCL is fan-made. RimWorld is very successful but ultimately made by a small studio and I think some people forget that. Any development time taken away from research and implementation of content just stagnates the game on a commercial level at its current iteration.

CCL is allready programed (or at least most of it) and replaces the core of the game, so replacing those files shouldnt be that hard for a good programmer and a better modding support is a huge feature and would add a lot to rimworld.
rimworld sold very well and now after the a15 patch the playerbase is shrinking. i bet after the release of ccl many players (like me) will come back.
also they gain so much money with the steam release, they could hire 101000100010 (or what his name is :D)

I think his name is "E"
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skyarkhangel on September 08, 2016, 10:30:10 AM
Quote from: electroglyph on September 08, 2016, 05:51:22 AM
Found this game yesterday, hopelessly addicted.  It's the exact game I dreamed of making, but never got around to doing.  Here to offer help.  ASM/C/C# dev, reversing experience. Send me a PM with what needs to be done. 

Just looked at a tiny bit of code.  I've done this kind of C# hackery before, and I'm well versed in reflection. is this supported by the game creator? how do they feel about reversing around these parts? (i'm assuming some amount of decompilation was done)

Hello. You are welcome! As i know, everything is fine with reflection, etc. A lot of mods, there, using these.
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Andrew on September 09, 2016, 12:43:08 AM
So CCL allows me to catch/overwrite methods and classes? At-least that is what the code looks like it does in Inject(), so how would one go about doing this?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mrofa on September 09, 2016, 01:40:08 AM
Writing a detour class and class you want to detour with :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 09, 2016, 12:41:49 PM
Detours is only a small fraction of CCL. I've gotten two mods that depend on Detours to work without the CCL update. I don't know about CCL to know what the hold up is, but it can't really have much to do with Detours, unless there is something tricky in the injectors. For the mods that I hacked and made operational, I used constructors to init the detour....
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SpaceDorf on September 09, 2016, 12:47:57 PM
I think there are two things to account for this update.

Changes to the code that effect old stuff.
And then start from the beginning for the new stuff
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: magik20 on September 09, 2016, 01:12:54 PM
Guys, I must say, this is getting a bit ridiculous.

This doesnt fall on entirely on the CCL Team, which might have bitten off more than they can chew, but this is also is an problem that Tynan needs to address.  There are a number of awesome mods that require CCL to work and are now broken until its updated. 
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 09, 2016, 01:16:54 PM
checking EVERY detoured method in vanilla to see if anything has changed, even if these methods are obsfucated therefore having to reverse engineer them to see if any logic changed.....thats where the time goes. We havent bitten off more than we can chew, we are relying heavily this round on 1000101 as hes the only one who had any time (and also the one who can tear apart the obsfucated code the best) myself and fluffy are very busy with other things (im not gonna go into detail but for me ive been doing things that are way more important than modding Rimworld).

Also keep in mind that from A13 to A14 we had a month to prepare, this time we had less than 2 weeks. A14 to 15 was VERY quick. (seriously we hadnt even finished with A14 when 15 was out)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Adventurer on September 09, 2016, 03:51:02 PM
What do you fine CCL folks plan on doing with the direct line to Tynan now that it's established?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Vesstair on September 09, 2016, 04:19:23 PM
Hope you guys manage to finish soon. I have some idea how much work must be involved, and all I can say is 'props'!

Thank you very much for your hard work, and I hope you manage to hash out some stuff with Tynan so that it is easier for you in the future.... or maybe even get some/all of your features embedded into the main game! :)

Thanks again!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: magik20 on September 09, 2016, 04:53:44 PM
@skullywag I hope I can make it clear I'm not speaking negatively towards the CCL team.  This software has made mods for Rimworld really, really shine.

The delay and possible result that CCL just cannot keep up with the updates Tynan releases is a major problem though.

One reason for Rimworlds success (in my opinion) is the modding ability.  It's the same reason people are still playing Civ V (and recommended it to their friends).  You can mod the game and play endless variations of it.

I hope there is a fast pipeline to get CCL the needed access to the basecode or have Tynan take it over, whatever is workable. 
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: electroglyph on September 10, 2016, 01:49:18 AM
Quote from: skullywag on September 09, 2016, 01:16:54 PM
checking EVERY detoured method in vanilla to see if anything has changed, even if these methods are obsfucated therefore having to reverse engineer them to see if any logic changed.....thats where the time goes. We havent bitten off more than we can chew, we are relying heavily this round on 1000101 as hes the only one who had any time (and also the one who can tear apart the obsfucated code the best) myself and fluffy are very busy with other things (im not gonna go into detail but for me ive been doing things that are way more important than modding Rimworld).

Also keep in mind that from A13 to A14 we had a month to prepare, this time we had less than 2 weeks. A14 to 15 was VERY quick. (seriously we hadnt even finished with A14 when 15 was out)

shit, nm then.  haven't looked at the bins, but if they're obfuscated count me out.  I've written my share of IL, not a fan.  I'd rather code my own hooks in MASM.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: sadpickle on September 11, 2016, 04:09:59 PM
Quote from: magik20 on September 09, 2016, 04:53:44 PMIt's the same reason people are still playing Civ V (and recommended it to their friends).  You can mod the game and play endless variations of it.
Not to get off-topic but I think the success of Civ V is more than it's modding community. Civ V is a nearly perfect strategy board game (after the expansions) and I will not be in the least surprised if people keep playing it into 2017 and beyond, long after Civ 6 is out.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: gendalf on September 12, 2016, 12:19:39 AM
Quote from: sadpickleCiv V is a nearly perfect strategy board game (after the expansions)
I'm triggered.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: JudgeArcher on September 12, 2016, 07:45:40 PM
i bet this is a dumb question but why cant the dev team of RimWorld support some moddercomunitys which have a big impact on the diversity of the game with informations in what has changed. this way there wont be so much hard work for the modder. i played the game about 2 hours before i DL the first mod so i think it is in the devs interest supporting modders.

keep it up guys, your work is definitiv worth waiting for it!  :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jdalt40 on September 12, 2016, 08:16:32 PM
They already have a communication between the devs
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Topper on September 12, 2016, 10:38:06 PM
Tyran has never been openly involved with the modding community. I think its a matter of "vision". Toady, the dev from DF is like this too..the vanilla game is -his- vision for rimworld and mods arnt improving things in his eyes so much as they are altering the vision. And keep in mind the vision of what one person wants to accomplish may be way simpler than the desires of an entire community of people with opinions.

Back around Alpha 10 there was talk of dedicating an entire alpha to integrating mods into the game. I'd love if they revisited this idea.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: code99xx on September 13, 2016, 12:02:32 AM
No offence intended but thats just bollocks ... 90% if not more of the players here use mods. I would not even play his version of the game (vanilla) if it werent for the mods.

Dont get me wrong, its a good game mods or not but with mods it becomes a great game. As I see it, its in his best interest to help out in times like this :)

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: oreganor on September 13, 2016, 05:43:44 AM
QuoteTyran has never been openly involved with the modding community.

No dev team (Doesn't matter how many ppl belong to it) should while you are still building new features into your game. Tynan has a roadmap for features he wants to see alive on his game... Each Alpha comes with new features but that doesn't mean it doesn't contain "hidden" changes on the code triggered by features he wants to "publish" a few alphas ahead...

...Now imagine you have ppl "breaking" his code adding features he haven't thought nor planed in advance... It's very nice for the users... But a damn nightmare for the Developer that has to take care (and solve) any potential interactions, and I can't even start to think in how to control performance pits so Rimworld can be enjoyed into all platforms (and hardware specs) he ALREADY SOLD the game into.

Some ppl call this "vision"... When you are a Dev yourself is simply a resource management dilemma, equivalent to just answering the question: "Do I want to have a few features completely finished and integrated into gameplay? Or... A lot of features half finished, badly integrated and weakly optimized?"

With all the above been said... CCL is "special" and it's very good news that Tynan has opened a direct channel with this mod team... Why?

Because this mod is an excellent opportunity to define (and control) which parts of the game can be easily accessible and above everything else, takes care of solving collisions between different modders attempting to alter the same sections of code... Those by themselves are reassons enough to pay close attention to this skilled team of modders. Defining a good modding interface so creative users (This forum is the best proof you need of how many of them Rimworld has been blessed with) have an easier time creating what each of them want is a key step on promoting logetivity of your tittle but...

...How and when the code of your tittle is ready for this is a strict Dev Team decission, because ONLY THEM (In this case him) have to walk all the Road till the end.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 13, 2016, 09:53:58 AM
It would seem to me that allowing more of the core classes to be subclassed, and ensuring that those methods are subject to override, would go a good long way to making some portions of CCL not necessary, wouldn't it? Point is, there are probably changes to the way the game core approaches things that would enable portions of CCL to be retired, or at least become notably less complex. My hope is that is the sort of discussion they are having.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pillow Fort on September 13, 2016, 01:39:28 PM
the modding community will adapt. it always has.

we dont need Ty to change his game for us.
before the communications line was set up, we needed more information on what he decided to change.
with the line, that should be a much smaller problem.

longer explaination:
when a program in C or Java is compiled, things like comments, variable names, etc are removed. your computer has no use for that fluff.
so when the CCL team decompiles it, it comes out as "obfuscated" code. which is extremely hard to understand.
its basically code that has lost all its structure.
instead of a variable called "seasonlength" or "maxstacksize" we would end up with things like "fC0" and "i2B"
remapping everything takes a ton of effort.
after the remapping, we'll now have to figure out what each piece of the remapped code does!

with the direct line to Ty, if they can get hold of the exact changes he made to the code between versions,
they would not have to try to reverse engineer the whole thing every time the game gets updated to find out what changed.
they can just update whatever code they already have (and they probably do have some, since CCL existed for a14)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Zhentar on September 13, 2016, 02:15:56 PM
The simple "for free" changes of marking particular methods as virtual wouldn't resolve any of the problems with maintaining "detours", just the technical implementation of them (and I think in most cases not even that). The challenge with the detours is that they have to re-implement the base game behaviors on top of the desired modifications. For simple cases (e.g. CompHeatPusherPowered) where it's just adding an additional check, being able to call the base method would make things more straightforward, but those are also the easiest to validate and update. For the parts that are the hardest to update, just calling the base method wouldn't work anyway; they would need hooks in the right places to allow us to make the desired overrides. At that point, it effectively becomes integrating portions of the CCL into the base game, along with the maintenance burdens they carry. In some cases, that could make sense (at least one detour is literally just a bug fix, and other cases could be supported or greatly simplified with trivial refactors) but in others it could burden future development to benefit a very small subset of mods.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 13, 2016, 02:28:16 PM
Well, I wasn't saying that the base game could be redone so that CCL was unnecessary, but parts of the base game, if modified to support more modding, might make CCL less complex. I supposed it would be the CCL authors who would know best, though.

As for changing the base game, if it's not a huge amount of work, I can't see why it wouldn't be in scope; I think moddability is a pro-forma design goal of Rimworld, isn't it?

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mrofa on September 13, 2016, 02:47:33 PM
fishbones before you go on all hardcore :D
No we dont read f8fuixjrgbsjwefnw, atleast not everyone, most modders just use decompilers so we dont need to know the machine language :D

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Zhentar on September 13, 2016, 03:09:02 PM
What I mean is that since the CCL is first and foremost a tool to support more modding, there's simply not a whole lot of distance between 'modifying the base game to support more modding' and 'building parts of the CCL into the game'.


Quote from: mrofa on September 13, 2016, 02:47:33 PM
fishbones before you go on all hardcore :D
No we dont read f8fuixjrgbsjwefnw, atleast not everyone, most modders just use decompilers so we dont need to know the machine language :D

Unfortunately the decompilers (at least the free ones most of us use) puke out on a lot of the complex iterator logic Rimworld uses.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Marrv on September 16, 2016, 06:33:07 AM
I am not sure what I can do to help, but I have a lot of spare time on my hands so if the is anything that can be done to help please let me know.

Also Skully - I feel bad for how the steam workshop comment thread is going, is the a way to turn it off? Looks to be becoming a cesspool of vile comments :-(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 16, 2016, 08:49:52 AM
meh, its fun. I dont mind personally, takes a lot more than internet scumbags to annoy me. ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: LivingNexus on September 16, 2016, 08:51:15 AM
I'm not a coder but I'm really enjoying the shop talk.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 16, 2016, 09:33:02 AM
If people are really desperate we have a few guys who have forked CCL and are beavering away with differing levels of success, their versions may or may not work.....and to those people (if you are reading), just to say your efforts are not being ignored, I have seen them all, every PR.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Michigo on September 16, 2016, 10:31:30 AM
Quote from: skullywag on September 16, 2016, 08:49:52 AM
meh, its fun. I dont mind personally, takes a lot more than internet scumbags to annoy me. ;)
Sooner or later everybody ends up having his own haters, but how cares?
Usually they can only hurt those that do care.

What really matters is how many "friendlies" someone earns on the www.
Haters are easy to attract, while good fans are hard to breed.

PS:
Keep up the good work with CCL, i'm more the willing to wait to see Rimworld A15 in all it's modded glory (it's worth it!). :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AtomicRavioli on September 16, 2016, 11:50:09 AM
Quote from: Michigo on September 16, 2016, 10:31:30 AM
Quote from: skullywag on September 16, 2016, 08:49:52 AM
meh, its fun. I dont mind personally, takes a lot more than internet scumbags to annoy me. ;)
Sooner or later everybody ends up having his own haters, but how cares?
Usually they can only hurt those that do care.

What really matters is how many "friendlies" someone earns on the www.
Haters are easy to attract, while good fans are hard to breed.

PS:
Keep up the good work with CCL, i'm more the willing to wait to see Rimworld A15 in all it's modded glory (it's worth it!). :)

Nah, they aren't haters. They are just anxious
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: pktongrimworld on September 16, 2016, 03:49:11 PM
Addicts... :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 16, 2016, 06:44:56 PM
Quote from: pktongrimworld on September 16, 2016, 03:49:11 PM
Addicts... :P
Need my fix, man!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: brucethemoose on September 17, 2016, 01:41:58 AM
Quote from: skullywag on September 16, 2016, 09:33:02 AM
If people are really desperate we have a few guys who have forked CCL and are beavering away with differing levels of success, their versions may or may not work.....and to those people (if you are reading), just to say your efforts are not being ignored, I have seen them all, every PR.

You mean this?

https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/network

I'm eagerly watching too  :)


EDIT: I just saw the Steam thread, sorry about that too :(

I wish more people were patient with modders choosing to make free content in their spare time...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Zhentar on September 18, 2016, 01:25:20 AM
Quote from: skullywag on September 09, 2016, 01:16:54 PM
checking EVERY detoured method in vanilla to see if anything has changed, even if these methods are obsfucated therefore having to reverse engineer them to see if any logic changed.....thats where the time goes. We havent bitten off more than we can chew, we are relying heavily this round on 1000101 as hes the only one who had any time (and also the one who can tear apart the obsfucated code the best) myself and fluffy are very busy with other things (im not gonna go into detail but for me ive been doing things that are way more important than modding Rimworld).

Also keep in mind that from A13 to A14 we had a month to prepare, this time we had less than 2 weeks. A14 to 15 was VERY quick. (seriously we hadnt even finished with A14 when 15 was out)

I don't know if the "access to Tynan" I keep hearing about obviates the need for this in the short term... but I stumbled across someone's code for decompiling Mono generated iterators. I merged it into a fork of the current ILSpy release and cleaned up a couple bugs. It almost perfectly decompiles all of the functions detoured by the CCL (just leaves in a couple compiler generated fields that are easily ignored). You can get it here: https://github.com/Zhentar/ILSpy/releases/tag/0.1
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 18, 2016, 06:07:09 AM
OH MY GOD.

Zhentar that is an actual gamechanger, you have my eternal thanks, this changes EVERYTHING.

edit - Signature updated.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on September 18, 2016, 06:17:39 AM
Nobody has ever done that. Nobody has EVER done that in the history of RimWorld!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 18, 2016, 06:21:54 AM
Theoretically one could run the old assembly through this ILSPY take the output run a text diff against the new assembly to look for changes, we could then per detour decide if it needs anything changing, this could cut the work load required on CCL significantly and allow multiple people to handle the job and not get confused. Wonder if theres a way of automating this.....
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Galleg on September 18, 2016, 07:47:49 AM
Just want to thank everybody who is working in the upgrade to A15 (and all the previous ones), send you some positive feedback and hope for a soon release!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: mrofa on September 18, 2016, 08:34:22 AM
Quote from: Zhentar on September 18, 2016, 01:25:20 AM
I don't know if the "access to Tynan" I keep hearing about obviates the need for this in the short term... but I stumbled across someone's code for decompiling Mono generated iterators. I merged it into a fork of the current ILSpy release and cleaned up a couple bugs. It almost perfectly decompiles all of the functions detoured by the CCL (just leaves in a couple compiler generated fields that are easily ignored). You can get it here: https://github.com/Zhentar/ILSpy/releases/tag/0.1

Thank you! Dat is amazing


Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Orion on September 18, 2016, 08:37:17 AM
Quote from: skullywag on September 18, 2016, 06:21:54 AM
Theoretically one could run the old assembly through this ILSPY take the output run a text diff against the new assembly to look for changes, we could then per detour decide if it needs anything changing, this could cut the work load required on CCL significantly and allow multiple people to handle the job and not get confused. Wonder if theres a way of automating this.....
One could add to ILSPY functionality to diff classes / functions from multiple dlls. E.g. forward the decompile results of the pawn class from A14 and A15 to a diff tool. This would give maximum insight into changes.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Michigo on September 18, 2016, 10:00:36 AM
"A man is only as good as his tools."
― Emmert Wolf
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Master Bucketsmith on September 18, 2016, 11:33:47 AM
Quote from: Zhentar on September 18, 2016, 01:25:20 AM
I don't know if the "access to Tynan" I keep hearing about obviates the need for this in the short term... but I stumbled across someone's code for decompiling Mono generated iterators. I merged it into a fork of the current ILSpy release and cleaned up a couple bugs. It almost perfectly decompiles all of the functions detoured by the CCL (just leaves in a couple compiler generated fields that are easily ignored). You can get it here: https://github.com/Zhentar/ILSpy/releases/tag/0.1
Thanks for that tool, Zhentar! :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Mackinz on September 19, 2016, 12:13:10 AM
Does Zhentar's comment mean that CCL for Alpha 15 has much better odds of being developed now?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AtomicRavioli on September 19, 2016, 02:29:02 AM
Quote from: Mackinz on September 19, 2016, 12:13:10 AM
Does Zhentar's comment mean that CCL for Alpha 15 has much better odds of being developed now?

Possibly, but if you are looking for a guarantee, you aren't going to get one.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Mackinz on September 19, 2016, 04:17:14 AM
Quote from: AtomicRavioli on September 19, 2016, 02:29:02 AM
Quote from: Mackinz on September 19, 2016, 12:13:10 AM
Does Zhentar's comment mean that CCL for Alpha 15 has much better odds of being developed now?

Possibly, but if you are looking for a guarantee, you aren't going to get one.
If I were looking for a guarantee, I wouldn't have asked about probability. That in itself assumes uncertainty.  ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on September 19, 2016, 04:23:54 AM
I think his tool fork makes it much more reliable in the future and also allows more people to participate as it streamlines upgrades.

As I understand it most of the development team hasn't been active on the project because of vacation/work/real life concerns. People will just have to be patient regarding CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: UnlimitedHugs on September 19, 2016, 11:09:28 PM
Quote from: Zhentar on September 18, 2016, 01:25:20 AM
I don't know if the "access to Tynan" I keep hearing about obviates the need for this in the short term... but I stumbled across someone's code for decompiling Mono generated iterators. I merged it into a fork of the current ILSpy release and cleaned up a couple bugs. It almost perfectly decompiles all of the functions detoured by the CCL (just leaves in a couple compiler generated fields that are easily ignored). You can get it here: https://github.com/Zhentar/ILSpy/releases/tag/0.1

Thank you for sharing. ILSpy was already able to decompile enumerators (when turning decompilation off in the options, paradoxically), but this will make things even easier.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Robloxsina66 on September 20, 2016, 02:30:41 PM
will this get updated to a15?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: adamjlove on September 20, 2016, 05:00:49 PM
Please get a15 out soon, trying to play modded is like trying to herd 50 blind retarded children who are all called Mod.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jdalt40 on September 20, 2016, 10:12:58 PM
Quote from: adamjlove on September 20, 2016, 05:00:49 PM
Please get a15 out soon, trying to play modded is like trying to herd 50 blind retarded children who are all called Mod.
Quote from: Dingo on September 19, 2016, 04:23:54 AM
As I understand it most of the development team hasn't been active on the project because of vacation/work/real life concerns. People will just have to be patient regarding CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 21, 2016, 07:40:03 AM
Find something else to play if you really are that anxious, there's literally millions of games out there.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: adamjlove on September 21, 2016, 02:03:19 PM
Quote from: Jdalt40 on September 20, 2016, 10:12:58 PM
Quote from: adamjlove on September 20, 2016, 05:00:49 PM
Please get a15 out soon, trying to play modded is like trying to herd 50 blind retarded children who are all called Mod.
Quote from: Dingo on September 19, 2016, 04:23:54 AM
As I understand it most of the development team hasn't been active on the project because of vacation/work/real life concerns. People will just have to be patient regarding CCL.
I totally get that, I was just expressing how the game is totally subpar without CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Plasmatic on September 22, 2016, 02:57:47 AM
Quote from: adamjlove on September 21, 2016, 02:03:19 PM
Quote from: Jdalt40 on September 20, 2016, 10:12:58 PM
Quote from: adamjlove on September 20, 2016, 05:00:49 PM
Please get a15 out soon, trying to play modded is like trying to herd 50 blind retarded children who are all called Mod.
Quote from: Dingo on September 19, 2016, 04:23:54 AM
As I understand it most of the development team hasn't been active on the project because of vacation/work/real life concerns. People will just have to be patient regarding CCL.
I totally get that, I was just expressing how the game is totally subpar without CCL.

I wouldn't say the game is subpar, Tynan has been and still is doing a phenomenal job! but I think CCL really lets Rimworld mods shine, and by association the game itself.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jdalt40 on September 22, 2016, 08:31:28 AM
Well said Plasmatic!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 22, 2016, 02:43:41 PM
wait for iiiiiit.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on September 22, 2016, 03:00:24 PM
CCL 3: Return of the ForsakenShell!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on September 22, 2016, 03:25:47 PM
A15 Status Update:

I've been quite busy dealing with mundane (real life) stuff as well as being sick so my time has been limited the last few weeks.  I am working on the update as I can, however.

We do major code changes when the game makes an alpha update so we don't break CCLs API during an alpha cycle.  That is, all of the 0.14.x releases were backwards compatible with each other but the 0.15.x API will not be 100% compatible with the 0.14.x API.  This is because we find things which can be improved on and may change how the library works and the classes/members/prototypes may change as needed.

Further, while updating CCLs code to compile is fairly trivial, making it work is not.  We have no idea what changes have been made to the core code and how it handles things and since some of our code is "deep" in the game engine we have to deal with it one bug at a time.  This involves making the code compile, run it, let the game crash, fix the first bug which caused the crash (which can take minutes to days depending on the bug), repeat.  Given that there may be anywhere from a handful of bugs to thousands, it can take a handful of hours to hundreds to fix everything.

This particular update has changed how some of the deeper internals work which CCL needs to hook into to validate and modify the game engine state/behaviour.  This means it's taking longer than usual to debug just the core of the library which must be done first before any periphery code is even run.


Less-technical, TL;DR:

CCL is coming along albiet slowly due to major internal changes in the game engine and well as my own limited time.


Special Thanks:

Goes to Zhentar for his update of IlSpy which can reconstruct various compiler generated code blocks (namely variable returns, lambda expressions, etc) which makes checking CCLs detours go that much quicker.  While I have already done the first-pass on the detours to make them compile, most are untested as of yet as I am not that far along.  That being said, his updated IlSpy (https://github.com/Zhentar/ILSpy/releases) will undoubtedly be very helpful going forward as the game and library are updated in the future.


An ETA For Those Who Want One:

The library should be ready on the second Tuesday of sixth week of Novtoberuly.

Seriously though, I am working on it as I can, this particular alpha update caught all of us off-guard and instead of three people having a month to work on it before the games alpha release we have one quarter of a person working on it a month after with no near end in sight.  Hopefully it won't take long (using geological time scales) but no promises.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on September 22, 2016, 03:32:58 PM
Welcome back ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: MisterVertigo on September 22, 2016, 09:49:04 PM
I appreciate you coming on here and posting an update. Good luck, and just keep on keepin' on!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Falc on September 23, 2016, 12:55:17 PM
I have experience programming (but in python, not C#). I have managed to set up a compiling environment for a personal mod, based on an existing mod.

Linux sysadmin so I do have skills making tools and whatnot.

So is there anything I can do to help?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: notfood on September 23, 2016, 01:03:24 PM
You can't compile CCL under Linux. As far as I'm aware, C# 6 features are not available in mono versions under 4.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Manly on September 23, 2016, 02:16:03 PM
Thanks for all your efforts.  You and the other folks like you who do so much for this community are so appreciated by us all.   Because of your hard work I am still playing a game i bought 2.5 years ago.  That is amazing :)   Cheers!!!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 23, 2016, 02:33:23 PM
Awesome reply. When I asked for an ETA thats all I was lookin for. Keep it up, I eagerly await the update.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: gillsminnow on September 23, 2016, 03:38:40 PM
Thanks for the update 1000101.

Your efforts on this are appreciated. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: magik20 on September 23, 2016, 04:44:01 PM
I was under the impression that Tynan was helping with CCL and making the code availible before it was complied, therefor having to do all this guess work wouldnt be necessary. 

If not, then wouldnt you have to go through this for every single major update?  Tynan already said A16 will be a huge deal, so I can imagine that doesnt bode well for CCL?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: viperwasp on September 24, 2016, 03:01:15 AM
Quote from: magik20 on September 23, 2016, 04:44:01 PM
I was under the impression that Tynan was helping with CCL and making the code availible before it was complied, therefor having to do all this guess work wouldnt be necessary. 

If not, then wouldnt you have to go through this for every single major update?  Tynan already said A16 will be a huge deal, so I can imagine that doesnt bode well for CCL?

Yeah it might be a pain. I'm very patiant though still playing A14 myself. I feel sorry for the modders who do all the work they do. But without them Rimworld would only be a good game. With them it's perfect! It's going to feel amazing when Rimworld is finished and there are no more major updates from the Devs and mods can be perfected. I can't wait. Not that I want devs to rush to completion Tynan will know when the game is done and I predict most of us will be completely satisfied.

Right now it feels like 80% of mod work is upkeep. 20% is renovation and new features etc.  One day it will be more like 95% features and 5% upkeep.  Since mods will only need to be updated to support eachother or the rare bug fix etc.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Falc on September 24, 2016, 12:24:58 PM
Quote from: notfood on September 23, 2016, 01:03:24 PM
You can't compile CCL under Linux. As far as I'm aware, C# 6 features are not available in mono versions under 4.

No, Linux sysadmin is my day job. I play on Windows.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: brucethemoose on September 25, 2016, 04:37:39 AM
All this reminds me of Forge modders' frustration with Minecraft updates.

Without a major change in Tynan's interaction with CCL (and I'm not saying that should change at all), it's going to be a less extreme version of Minecraft: Big mods are about 1 version behind, while simpler ones (and some big ones in Rimworld's case) manage to jump ahead earlier with poor cross-compatibility.


I just hope Tynan's relationship with CCL is better than Mojang's relationship with Forge modders.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Orion on September 25, 2016, 06:08:03 AM
Quote from: brucethemoose on September 25, 2016, 04:37:39 AM
I just hope Tynan's relationship with CCL is better than Mojang's relationship with Forge modders.
There is a chance that he does not even know it or does not recognize its significance.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 25, 2016, 08:06:57 AM
Tynan has a game to build, he has a design in his head and a plan, there is no doubt in my mind that CCL does not form part of this plan, how could it? Extra modder support might be part of the plan but again, it wouldnt take priority over the content and systems Tynan wants to add, until he hit that section of his plan (if it exists) what im saying is I wouldnt put my money on anything happening in regards to CCL.

Now onto the point people are missing, the time consuming part of updating CCL is comparing the obsfucated logic with the old alpha to make sure nothing changed, with the recent update of our ILPSY toolage by Zhantar we should be now a whole lot faster than we were, we have also gotten some contributors on Git who have shown to know their stuff so this could also help us.

So dont take this the wrong way but stop thinking Tynan is holding anything back, he is not, let him concentrate on making the game he wants.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: EldVarg on September 25, 2016, 09:22:38 AM
But as Tynan earlier worked a lot with mods (for 7 years) I don't think dislike them - he just does not have a lot of time making it simpler to mod.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on September 25, 2016, 10:19:58 AM
Skully, is it possible to implement my suggestion about drugs here (https://ludeon.com/forums/index.php?topic=26304.msg266012#msg266012) into CCL? In-case Tynan doesn't directly implement it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 27, 2016, 01:38:43 AM
Quote from: Dingo on September 25, 2016, 10:19:58 AM
Skully, is it possible to implement my suggestion about drugs here (https://ludeon.com/forums/index.php?topic=26304.msg266012#msg266012) into CCL? In-case Tynan doesn't directly implement it.

I don't think Skully does CCL, I might be wrong about that, tho. You'd have to talk to E.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on September 27, 2016, 02:58:52 AM
I have contributed in the past and could add his suggestion, but thats not my place we discuss things like that as a team and decide if it fits. All suggestions will be discussed after the next update. Lets not add more work just now eh.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on September 27, 2016, 08:30:32 AM
Quote from: skullywag on September 27, 2016, 02:58:52 AM
I have contributed in the past and could add his suggestion, but thats not my place we discuss things like that as a team and decide if it fits. All suggestions will be discussed after the next update. Lets not add more work just now eh.

I knew you've contributed, just didn't think you were on the team what with your own bunch of mods to tend to. Anyway, keep up the good work, looking forward to that update
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: CannibarRechter on September 27, 2016, 08:38:33 AM
Current Team Members
1000101
mipen
Fluffy
skullywag
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on September 30, 2016, 02:31:46 PM
September 30, 2016 Status Update

Work progresses and the update is almost complete.  There is a small-yet-game-breaking-bug which needs to be hammered out and once that is done it will be released to modders through our usual mechanism (as a download in the modders slack) for testing and final bug squashing before the public release.

ASSUMING the single major bug is squashed RIGHT NOW, then expect a release of the library in about 7-10 days.  UNTIL that bug is squashed, which can take an indeterminate amount of time, the 7-10 days is rather meaningless.

I did a push to the repo today with all my work so the other team members (or anyone who wants to) can help find and squash the source of the bug.  I won't reveal the bug here but anyone who loads the library into the game and starts playing will see it's effect almost immediately.  Don't worry, it's nothing "crazy" just a head scratcher.

TL;DR

Work is almost complete, one known bug left to squash before final testing and release.

Still no ETA.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jinxi on September 30, 2016, 07:38:23 PM
Thnx for the update and for your great work.  :)

(http://i.giphy.com/26ueZiz6QteNI5RvO.gif)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: TunaKaan on October 02, 2016, 11:42:50 AM
Is There A15 Version?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jdalt40 on October 02, 2016, 11:57:43 AM
Quote from: TunaKaan on October 02, 2016, 11:42:50 AM
Is There A15 Version?
Alright that's it, read the past 3 pages to find your answer
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Natirs on October 02, 2016, 02:04:54 PM
Quote from: TunaKaan on October 02, 2016, 11:42:50 AM
Is There A15 Version?

Yes, but we're not telling you!!!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Arnold Rimmer on October 02, 2016, 05:58:01 PM
Quote from: 1000101 on September 30, 2016, 02:31:46 PM
ASSUMING the single major bug is squashed RIGHT NOW, then expect a release of the library in about 7-10 days.
UNTIL that bug is squashed, which can take an indeterminate amount of time, the 7-10 days is rather meaningless.

The one thing that -is- actually important is -that- You guys still work on it, not -when- it's done. :)
Don't give in to the ADHD-kids!

Also: Even when CCL is updated, it surely takes the modifying people 1-2 weeks to update their mods,
be that from A14-with-CCL or A15-without-CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 02, 2016, 07:02:53 PM
nah not really all my mods for instance are already to go, just need the classes and a little testing and releases will be out, still working on this bug though, i do however think that its random and something to do with the hashing thing. Others have used the CCL version we have in test and dont see the issue, it seem to be totally random. Bear with us.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dakkon on October 03, 2016, 04:26:03 AM
Quote from: skullywag on October 02, 2016, 07:02:53 PM
nah not really all my mods for instance are already to go, just need the classes and a little testing and releases will be out, still working on this bug though, i do however think that its random and something to do with the hashing thing. Others have used the CCL version we have in test and dont see the issue, it seem to be totally random. Bear with us.

Ah the joys of coding. Running code of 2 computers and one throws errors, commits then downloads to make sure it's the same on both -> still errors. Copy and pastes the code directly from the working computer to the erroring one even though it's identical -> magically stops erroring. WTH!??

Re-downloads and the error is still gone never to be seen again... O_O
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 03, 2016, 07:10:20 AM
This problem im sure is simply based on differences between peoples mod lists. It might work for me with my mod list but itll fail for you with yours and itll fail completely differently for someone with another modlist, which means the error is in core or an interaction with core some mods are doing.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on October 05, 2016, 03:08:43 PM
Super sweet that this is almost done. A14 came and went while I was playing other games, and pretty much every mod I like needs it. Vanilla just does not cut it for me. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Robloxsina66 on October 08, 2016, 10:50:08 PM
I think 1 day?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: jmababa on October 09, 2016, 08:29:57 AM
now most mods that you like like glitter world and rt weapons and medical compilation dosen't need it anymore
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: rina_m on October 09, 2016, 10:11:02 AM
does anyone know if i wanted to pull CCL's hoppers (generic/refrigerated) while i'm waiting and put them in a duplicate core folder could i just do that with the thingdefs and appropriate graphics?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Arnold Rimmer on October 09, 2016, 09:37:16 PM
Quote from: Dakkon on October 03, 2016, 04:26:03 AM
Ah the joys of coding. Running code of 2 computers and one throws errors, commits then downloads to make sure it's the same on both -> still errors. Copy and pastes the code directly from the working computer to the erroring one even though it's identical -> magically stops erroring. WTH!??

Re-downloads and the error is still gone never to be seen again... O_O

Teehe, Dakkon, yup, that's called SDCM... "Sleep-Deprived-Coder Mishap"
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Arnold Rimmer on October 09, 2016, 09:44:51 PM
Quote from: skullywag on October 03, 2016, 07:10:20 AM
This problem im sure is simply based on differences between peoples mod lists. It might work for me with my mod list but itll fail for you with yours and itll fail completely differently for someone with another modlist, which means the error is in core or an interaction with core some mods are doing.

I am confused and kinda startled.
Do you -actually- test CCL with active mods?
And then -adapt- CCL so it works again with said activated mods?
IF so... That would be horrible! Especially as it is a library, it should only be tested with Core.
What does it matter to if this or that mod makes problems, it is that mods creators task to comply with
the library mod the modcreator wants to use, not the other way round.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 09, 2016, 09:48:53 PM
CCL is not adapted to fit one mod's needs. Fixing errors with existing, imperfect modules that mods use is something else entirely.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 10, 2016, 03:13:33 AM
Quote from: Arnold Rimmer on October 09, 2016, 09:44:51 PM
Quote from: skullywag on October 03, 2016, 07:10:20 AM
This problem im sure is simply based on differences between peoples mod lists. It might work for me with my mod list but itll fail for you with yours and itll fail completely differently for someone with another modlist, which means the error is in core or an interaction with core some mods are doing.

I am confused and kinda startled.
Do you -actually- test CCL with active mods?
And then -adapt- CCL so it works again with said activated mods?
IF so... That would be horrible! Especially as it is a library, it should only be tested with Core.
What does it matter to if this or that mod makes problems, it is that mods creators task to comply with
the library mod the modcreator wants to use, not the other way round.

Pay attention to the last line. CCL is a mod. The CCL team always test it on its own. As i said possibly something we are doing to interact with core that other mods are also doing hence i dont think the error is with CCL.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: jmababa on October 10, 2016, 06:10:59 AM
They should test it with the 3 most famous mods of rimworld like Rt weapons, Medical compilation and gliterworld
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 10, 2016, 11:38:24 AM
Quote from: jmababa on October 10, 2016, 06:10:59 AM
They should test it with the 3 most famous mods of rimworld like Rt weapons, Medical compilation and gliterworld

No we really shouldnt. Those moda are hardly ever bug free. It should be tested on its own with no mods...as it is.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on October 10, 2016, 04:57:27 PM
Quote from: jmababa on October 09, 2016, 08:29:57 AM
now most mods that you like like glitter world and rt weapons and medical compilation dosen't need it anymore
But Combat Realism does. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 123nick on October 12, 2016, 01:37:28 AM
IIRC, you said there was 1 big bug that had to be fixed before it can be released, right? what was that bug?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 12, 2016, 02:36:38 AM
Base-game bug that shows up rarely (or, more precisely, probably triggered by a very specific thing) and makes all recipes cost the same materials somehow. I've never had it happen so I dunno any more than that.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 123nick on October 12, 2016, 03:18:28 AM
Quote from: Dingo on October 12, 2016, 02:36:38 AM
Base-game bug that shows up rarely (or, more precisely, probably triggered by a very specific thing) and makes all recipes cost the same materials somehow. I've never had it happen so I dunno any more than that.

honestly, id be ok with a release with that. just make a disclaimer notifying that bug. i mean, sure its not perfect but its good enough, and the people very much want it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on October 12, 2016, 04:59:48 AM
Quote from: 123nick on October 12, 2016, 03:18:28 AM
Quote from: Dingo on October 12, 2016, 02:36:38 AM
Base-game bug that shows up rarely (or, more precisely, probably triggered by a very specific thing) and makes all recipes cost the same materials somehow. I've never had it happen so I dunno any more than that.

honestly, id be ok with a release with that. just make a disclaimer notifying that bug. i mean, sure its not perfect but its good enough, and the people very much want it.

Kind of a huge game-breaking bug, though.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 12, 2016, 06:21:48 AM
Other mods have the bug but we dont know which ones as we havent been able to figure out a reproduction, CCL suffers from it so once its installed you wont be able to play (unless you like everything costing 80 wood...) Im waiting on 1000101 to get some free time so he can join in the efforts and clarify a few things, we are still on it, I havent even updated ANY of my mods due to working on debugging this in the little spare time I have. Bear with us.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: caesius on October 12, 2016, 07:49:13 AM
so when is the update?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jaxxa on October 12, 2016, 07:55:38 AM
Quote from: caesius on October 12, 2016, 07:49:13 AM
so when is the update?

Some time between now and the Heat Death of the Universe.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on October 12, 2016, 08:37:17 AM
Awh, man, I'm busy, that day. Any chance it can be arranged for some time between now and the day our sun burns out?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: averagedog on October 12, 2016, 01:13:21 PM
Community Core Library Addiction 80% Withdrawal

WARNING Mental Break: Negligible
Anonymous Person on the internet is currently playing Rimworld.

Joy------------------------->
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Surprisekitty on October 13, 2016, 01:45:00 PM
Please release soon, I'm dying from the wait :(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jdalt40 on October 14, 2016, 02:58:35 AM
Can't everybody just wait!? Skullywag and the others are trying their best to update it, now play Rimworld and stop wasting your life on a website by checking for. updates
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Iceman8619 on October 14, 2016, 04:12:58 AM
While I am just as excited as the next person for the release of the new CCL for A15, we all have to remember that patience is a virtue. Coding, even for games, is a time consuming process. Bug squashing is also a huge part of that process. I'd much rather wait for a version that is as bug free as possible than these guys putting out a version every 5 minutes for hotfixes because sufficient bug testing wasn't done.

Patience people. Patience is a virtue. We know the quality of work that the team does. Give them the time and space that they need to feel it is ready for release. Start up a new colony with mods that don't require CCL. A15 was a very good release in itself. Much that has been requested in the past has been added. Time crawls when the mind is idle.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Vincent on October 14, 2016, 06:44:35 AM
Quote from: averagedog on October 12, 2016, 01:13:21 PM
Community Core Library Addiction 80% Withdrawal

WARNING Mental Break: Negligible
Anonymous Person on the internet is currently playing Rimworld.

Joy------------------------->

-30 mood
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 14, 2016, 08:10:48 AM
I'm pretty sure CCL is mostly limited by the rare vanilla bug E and some others have mentioned in terms of releasing for A15. My guess is it'll come really soon after A16 releases but I wouldn't bet on an A15 release.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: BlackSmokeDMax on October 14, 2016, 03:55:43 PM
Quote from: Dingo on October 14, 2016, 08:10:48 AM
I'm pretty sure CCL is mostly limited by the rare vanilla bug E and some others have mentioned in terms of releasing for A15. My guess is it'll come really soon after A16 releases but I wouldn't bet on an A15 release.

You sure it'll be quick? Thought Tynan said in a recent blog post that A16 was going to have some somewhat deep changes to the code. My thinking would be that could possibly put them right back in the same boat they were in for A15 with needing to go through everything again possibly. Wish I knew what the hell I was doing to help, but I'm sure I'd be more hindrance.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 15, 2016, 12:04:06 AM
I think so. A) You have Zhentar's fork of ILSpy making it way easier to view the game's code (so less guesswork) and B) They already said they're getting some help directly from Ludeon.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Sancho Jimenez on October 15, 2016, 01:53:55 AM
Quote from: Dingo on October 15, 2016, 12:04:06 AM
I think so. A) You have Zhentar's fork of ILSpy making it way easier to view the game's code (so less guesswork) and B) They already said they're getting some help directly from Ludeon.
If that's true then my respect for Ludeon just quintupled.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: BlackSmokeDMax on October 16, 2016, 12:36:19 AM
Quote from: Dingo on October 15, 2016, 12:04:06 AM
I think so. A) You have Zhentar's fork of ILSpy making it way easier to view the game's code (so less guesswork) and B) They already said they're getting some help directly from Ludeon.

Knew about Zhentar's ILSpy contribution, but not the Ludeon help. That does sound very helpful!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 16, 2016, 03:22:02 AM
Not true, just sayin.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 16, 2016, 03:33:53 AM
I recall you saying on Steam that you managed to get a channel open between CCL and Ludeon. Is that no longer on the table?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 16, 2016, 04:20:40 AM
Well we have a subforum where we were to post possible improvements to the games codebase, this has not really been used, is not the way I wanted it to work and therefore I personally am not using it, it really doesnt offer the modders anything at this point and everyones to busy to contribute anything worthwhile anyway. There are currently 5 things in that forum the earliest posted on september 2nd but all of it is suggestion with no substance it might as well be in the suggestion forum. So yeah not the way of handling this that I wanted and im not surprised weve had nothing from ludeon in there.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Adventurer on October 16, 2016, 02:25:28 PM
Skullywag, I've seen you lament changes Tynan has made on several occasions that have made CCL a much more difficult product to put together. Why on earth would you not be using a subforum he set up for you specifically to deal with those issues??
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 17, 2016, 03:09:48 AM
Cuz i suggested a better way of supplying these code changes one that ludeon could pick and choose what they use and would only benefit them, with the individual issues being tracked and signed off when done following a proper development model. They (Ludeon) now have to wade through another suggestion subforum which as ive said they arent gonna do....i was overruled by my some of my peers on how this would work. I could subvert the subforum and do what i wanted there but doing so wouldnt be sporting and as i said the chance has been wasted imo, it needed to be right from the getgo.

Also Tynan didnt set this up I asked for a subforum he said no. Ramsis asked him and he said yes and then the modders decided its use case.

In regards to my lamenting code changes by ludeon thats wrong. I lament the results of some of those changes as do others but i adapt as always. This is about openess of code and non hardcoding of things that stop us modifying a class etc. Or adding systems that would allow areas to be more easily modded. Threading, the hashing system etc (the bigger effects to modding) are needed and I have no issue with them.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 17, 2016, 05:16:08 PM
October 17, 2016 - Status Update

I have finally completed all the code refactors!  The "big bug" doesn't seem to occur for everyone and it could just be me that is getting it with CCL (skullywag and others can't reproduce it).  This means that it's only small bugs to squash and docs to update.  Once those are done then we'll have a release!

For those who haven't been keeping score, this is how this alpha release has broken down and why it's taking CCL longer that usual to update:

None of the dev team have had much time, none before A15 hit and little after.  We had some major refactoring to do of the detours and injectors (technical stuff, modders know what I'm talking about) which makes it's a metric shit-tonne easier to deal with detours and injectors by unifying how they are handled in the library itself.

Anyway, I expect (but don't promise) to have the release ready by Halloween (October 31st for those not in North America).
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: zmadz on October 17, 2016, 05:29:40 PM
amazing news, keep up the good work. Fingers crossed that it goes well and thx for giving us a status update :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Eseru on October 17, 2016, 09:46:16 PM
Hurray!! Thank you for your hard work!! ^^  ;D ;D
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: dazer on October 18, 2016, 11:42:39 AM
Hey,

first of all, keep up the good work, I'm looking forward for the release for A15. And I want to contribute something too, in particular a german translation.

I'm a native speaker and somewhat familiar with git and software dev. If i understand the repo correctly, all what is to be done is duplicate the translation in _Mod/User Release/Community Core Library/Languages/ and .../Modders Resource/... respectively.

I forked the repo and I'll put the translations into the development branch. I'll send a pull request once the work is done.

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 18, 2016, 11:44:58 AM
You may want to do it against the a15 branch not dev.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: dazer on October 18, 2016, 12:00:15 PM
Quote from: skullywag on October 18, 2016, 11:44:58 AM
You may want to do it against the a15 branch not dev.

Sure, no problem.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 18, 2016, 01:22:44 PM
Generally we want pull requests against the development branch but since we are still working on the alpha15 update then, as skullywag said, please do PRs to the alpha15 branch.

Also, thanks for offering to do the German translation.  :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: dazer on October 18, 2016, 01:29:21 PM
Quote from: 1000101 on October 18, 2016, 01:22:44 PM
Generally we want pull requests against the development branch

I thought so, that's because i offered to do it on the dev branch. I've done the keyed items of the Modders Resource part as of now. With this progress, i expect to be done within a day or two.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 18, 2016, 03:53:21 PM
Don't worry about the user release, when we're done with the update the entire directory will be deleted and copied from the modders resource.  I only ever update the modders resource then copy-back to the user release.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: dazer on October 18, 2016, 04:51:44 PM
Here's the pull request: https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/180 (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/pull/180). Only the Modders Resource files added.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: rtmdchnk on October 19, 2016, 08:09:08 AM
damn, its so long, i think its must some tough issues about you cannot do this quick, why combat realism is not implemented in rimworld? like option in settings, i just cannot play this game coz i tried it with Combat Realism mod.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: axeladalidez on October 19, 2016, 10:14:27 AM
Quote from: 1000101 on October 17, 2016, 05:16:08 PM
October 17, 2016 - Status Update

Halloween(October 31st for those not in North America).

Guys you are not the only country to celebrate Halloween , In spain we just watch "scary movies" or something , it's a shame that we don't go to houses asking for candies tho. I once tried , and well.... they just closed the door.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on October 19, 2016, 08:51:17 PM
Quote from: rtmdchnk on October 19, 2016, 08:09:08 AM
damn, its so long, i think its must some tough issues about you cannot do this quick, why combat realism is not implemented in rimworld? like option in settings, i just cannot play this game coz i tried it with Combat Realism mod.
Honestly a lot of people wouldn't be happy with CR in vanilla. Rimworld's main selling point is that it's the non-insane version of Dwarf Fortress. Personally I love it to the point that I can't stand vanilla's combat balance anymore, but it's better as a mod.

CCL alters and detours parts of the vanilla game so that mods can do more, so when Tynan goes and move a bunch of stuff around, CCL needs to adapt to those changes. Unfortunately Tynan likes to move stuff. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 24, 2016, 02:30:28 AM
Quote from: axeladalidez on October 19, 2016, 10:14:27 AM
Quote from: 1000101 on October 17, 2016, 05:16:08 PM
October 17, 2016 - Status Update

Halloween(October 31st for those not in North America).

Guys you are not the only country to celebrate Halloween , In spain we just watch "scary movies" or something , it's a shame that we don't go to houses asking for candies tho. I once tried , and well.... they just closed the door.

I know Canada (I am Canadian, eh?) and the USA celebrate Halloween (AKA All Hallows' Eve) and that Mexico has a similar celebration called  Día de Muertos on November 1st, but I am unfamiliar with other cultures beyond those of British colonisation.  I wouldn't expect Tanzanian players to know what Halloween is, for example.  :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: be_cracked on October 24, 2016, 07:47:22 PM
Damn Tanzanians, I tell you.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: animagus_kitty on October 24, 2016, 08:25:09 PM
Quote from: be_cracked on October 24, 2016, 07:47:22 PM
Damn Tanzanians, I tell you.

Those Tanzanian devils...there's just no stopping them.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 24, 2016, 08:58:24 PM
Quote from: animagus_kitty on October 24, 2016, 08:25:09 PM
Quote from: be_cracked on October 24, 2016, 07:47:22 PM
Damn Tanzanians, I tell you.

Those Tanzanian devils...there's just no stopping them.

Don't confuse Tasmania (https://en.wikipedia.org/wiki/Tasmania), which is an island on the southern tip of Australia, with Tanzania (https://en.wikipedia.org/wiki/Tanzania), which is a country on the east coast of Africa.

(http://www.picgifs.com/clip-art/cartoons/tasmanian-devil/clip-art-tasmanian-devil-400744.jpg)
Tasmanian Devil is confused.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Pheanox on October 25, 2016, 12:35:50 AM
Quote from: Devon_v on October 19, 2016, 08:51:17 PM
Quote from: rtmdchnk on October 19, 2016, 08:09:08 AM
damn, its so long, i think its must some tough issues about you cannot do this quick, why combat realism is not implemented in rimworld? like option in settings, i just cannot play this game coz i tried it with Combat Realism mod.
Honestly a lot of people wouldn't be happy with CR in vanilla. Rimworld's main selling point is that it's the non-insane version of Dwarf Fortress. Personally I love it to the point that I can't stand vanilla's combat balance anymore, but it's better as a mod.

CCL alters and detours parts of the vanilla game so that mods can do more, so when Tynan goes and move a bunch of stuff around, CCL needs to adapt to those changes. Unfortunately Tynan likes to move stuff. :)

Pretty sure there is also a significant portion of people that like RimWorld for its potential to be just as deep as Dwarf Fortress if not deeper, without having to deal with the shitty UI and graphics.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: animagus_kitty on October 25, 2016, 06:10:25 AM
Quote from: 1000101 on October 24, 2016, 08:58:24 PM
Quote from: animagus_kitty on October 24, 2016, 08:25:09 PM
Quote from: be_cracked on October 24, 2016, 07:47:22 PM
Damn Tanzanians, I tell you.

Those Tanzanian devils...there's just no stopping them.

Don't confuse Tasmania (https://en.wikipedia.org/wiki/Tasmania), which is an island on the southern tip of Australia, with Tanzania (https://en.wikipedia.org/wiki/Tanzania), which is a country on the east coast of Africa.

It was intentional. I was trying to be funny :(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 25, 2016, 06:22:21 AM
1000101 has a specific type of humour that he understands, if its not from about 20 years ago or about Shinzys mum hes not gonna get it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 25, 2016, 06:29:03 AM
Don't make me photoshop Randy's moustache on the door handles, skully. (Please don't. I wouldn't be able to do it)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on October 25, 2016, 07:04:00 AM
Quote from: Dingo on October 25, 2016, 06:29:03 AM
Don't make me photoshop Randy's moustache on the door handles, skully. (Please don't. I wouldn't be able to do it)

I want the mod now. You have your orders.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dingo on October 25, 2016, 08:17:16 AM
Quote from: skullywag on October 25, 2016, 07:04:00 AM
Quote from: Dingo on October 25, 2016, 06:29:03 AM
Don't make me photoshop Randy's moustache on the door handles, skully. (Please don't. I wouldn't be able to do it)

I want the mod now. You have your orders.

You asked for it. (https://ludeon.com/forums/index.php?topic=27072.0)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 25, 2016, 01:03:29 PM
Quote from: animagus_kitty on October 25, 2016, 06:10:25 AMIt was intentional. I was trying to be funny :(

hmm, plain text lacks any sort of tone.  I wasn't sure if I should attribute it to trying to be funny or simply misreading the two similar names.

Quote from: skullywag on October 25, 2016, 06:22:21 AM1000101 has a specific type of humour that he understands, if its not from about 20 years ago or about Shinzys mum hes not gonna get it.

Hey, I'm not so old as I can't tell a joke!  Now, I have to go out and feed my dinosaur so I can go to the store later...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: be_cracked on October 25, 2016, 08:41:35 PM
I actually did not get you username. I thought "Why just a stupid number in binary?" until I made it base10...
So you really can't be that old :D
Although you could of course be using two's complement with a 7 bit digit and actually mean -59.
I am fun at parties...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: EldVarg on October 25, 2016, 09:07:18 PM
Hint: Look at ASCII table :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: be_cracked on October 26, 2016, 05:55:02 AM
Yeah, I did get that 69/"E" stuff (I just assumed the "E" is more of a 'disguise' ;D)
I made a computer science-'joke' about how singed Integers are actually stored to avoid having a +0 and a -0.
As I said, I am fun at parties...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on October 26, 2016, 11:43:45 AM
Quote from: be_cracked on October 26, 2016, 05:55:02 AMYeah, I did get that 69/"E" stuff (I just assumed the "E" is more of a 'disguise' ;D)

Or "E" is the first letter of my first name, as the highlighted HEX in my signature image explains (when converted from HEX to ASCII), and that "E" is the 69th character in the ASCII table is purely co-incidental and only matters if you are definitely immature and mostly likely male.

But none of this has to do with CCL and this is the CCL thread not the "I'm a 12 year old boy and PENIS!" thread.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: be_cracked on October 27, 2016, 09:18:18 AM
Quote from: 1000101 on October 26, 2016, 11:43:45 AM
Or "E" is the first letter of my first name, as the highlighted HEX in my signature image explains (when converted from HEX to ASCII), and that "E" is the 69th character in the ASCII table is purely co-incidental and only matters if you are definitely immature and mostly likely male.

Well, one has to assume stuff like this I guess...
But yeah, you're right. We'll better leave it about CCL now^^
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Distorti0N on October 27, 2016, 09:20:11 AM
That was like a teacher telling off their students.. xD
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: garfu on November 01, 2016, 12:17:25 AM
It's halloween   :-[
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 01, 2016, 01:30:34 AM
Quote from: garfu on November 01, 2016, 12:17:25 AM
It's halloween   :-[

https://youtube.com/watch?v=dtPs1QrMI1I
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: MechanoidHater on November 02, 2016, 05:01:14 AM
So...what about the Alpha 15 update?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 02, 2016, 05:02:22 AM
Still progressing.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Dakkon on November 02, 2016, 06:31:37 AM
Doesn't want to give away that he spent the last few hours hunting down an error because he put , instead of . somewhere :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 02, 2016, 10:27:18 AM
If it takes someone hours to find a comma where there should be a period when the compiler will jump right to that error as it's a syntax error then they should stick to trying to place the round peg in the round hole.  :P
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Skraps on November 04, 2016, 06:57:34 AM
Waiting for CCL after Halloween like
(http://i.imgur.com/bxV3g92.jpg)

But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: JerryBi on November 04, 2016, 07:06:04 AM
Quote from: Skraps on November 04, 2016, 06:57:34 AM
But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;

really? then try to motivate modders - sent them some amount of $ to paypal or by other means.
you do know, that modders dont obligaded to do something, correct?

last commit to CCL was at 01.11.2016 , so work being done.

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: jmababa on November 04, 2016, 10:37:13 AM
Quote from: masaykh on November 04, 2016, 07:06:04 AM
Quote from: Skraps on November 04, 2016, 06:57:34 AM
But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;

really? then try to motivate modders - sent them some amount of $ to paypal or by other means.
you do know, that modders dont obligaded to do something, correct?

last commit to CCL was at 01.11.2016 , so work being done.

CCL is obsolete mods that required CCL don't need it anymore if not all
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 04, 2016, 10:47:40 AM
CCL is not obsolete.

You have just arrived buddy, there are mods that are waiting for it from since before you happen to hang out with us on the forum :)

Please don't spread wrong informations. And wait to see how many mods will be updated as soon as CCL will to see if it is obsolete  8)


Plus, unless I'm wrong, most of the mods "that doesn't need it anymore" achieve that with some code borrowed from E/CCL (as they stated it in their respective threads)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 04, 2016, 12:32:55 PM
Quote from: jmababa on November 04, 2016, 10:37:13 AM
Quote from: masaykh on November 04, 2016, 07:06:04 AM
Quote from: Skraps on November 04, 2016, 06:57:34 AM
But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;

really? then try to motivate modders - sent them some amount of $ to paypal or by other means.
you do know, that modders dont obligaded to do something, correct?

last commit to CCL was at 01.11.2016 , so work being done.

CCL is obsolete mods that required CCL don't need it anymore if not all

I keep saying this, suppose one more time wont hurt.

For modders that understand c# yes they can quite easily take from ccl and roll parts of it into their mod. Now lets assume not everyone knows c# (I know right, who doesnt know c#) but they want to for example set up a freezer building, they can put a dependency on ccl and add a comp to their building in xml...SHOCK HORROR they can now have some of the toys the more experienced modders have. Its almost like it was built for EVERYONE....

*drops mic*

Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on November 04, 2016, 01:26:57 PM
The suspense !
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Michigo on November 04, 2016, 03:39:01 PM
Quote from: jmababa on November 04, 2016, 10:37:13 AMCCL is obsolete mods that required CCL don't need it anymore if not all

This certainly explains why the CCL team invests countless hours of their own time into something with more our less no personal $ return. /sarcasm

I hope for the best aka a clean A15 release in the not to distant future. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on November 04, 2016, 06:26:53 PM
Quote from: jmababa on November 04, 2016, 10:37:13 AM
Quote from: masaykh on November 04, 2016, 07:06:04 AM
Quote from: Skraps on November 04, 2016, 06:57:34 AM
But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;

really? then try to motivate modders - sent them some amount of $ to paypal or by other means.
you do know, that modders dont obligaded to do something, correct?

last commit to CCL was at 01.11.2016 , so work being done.

CCL is obsolete mods that required CCL don't need it anymore if not all

Those mods simply copied the portions of CCL they needed directly into their own source. They're still using CCL, just not the full release.

Also Combat Realism, without which I will not play Rimworld, requires it, and indeed it wouldn't be updated at all if skully hadn't taken over after NoImageAvailible got fed up with Tynan rewriting swathes of the game's code every patch.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 04, 2016, 07:10:57 PM
thank sky for CR, i did nothing.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skyarkhangel on November 05, 2016, 04:38:43 AM
Quote from: skullywag on November 04, 2016, 07:10:57 PM
thank sky for CR, i did nothing.

CR waits CCL a15 user release, then iam update CR too. Its nearly ready.
P.S. E please, update as soon as possible  :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: ChairmanPoo on November 05, 2016, 06:22:17 PM
Does the current release work with rimworld a15?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Voker57 on November 05, 2016, 06:33:04 PM
See topic? [A14] means that it's for A14. No.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 06, 2016, 12:01:51 AM
We're working on it and getting there.  I've been updating the examples that comes with the modders release (which also serve as unit tests for the library) and fixing bugs they highlight in the process.  Currently I am working on filling in a hole that the new drug system has created with the automated factories being used for synthesizers.

Quote from: skyarkhangel on November 05, 2016, 04:38:43 AMCR waits CCL a15 user release, then iam update CR too. Its nearly ready.
P.S. E please, update as soon as possible  :)

You know I did a pre-release to modders more than a week ago, right?  Well, you would if you ever showed up in Slack/Discord and checked the pinned items.  You could have started updating CR already.  :P

The API refactoring is done, it's just bug fixing now.  That being said, every time I think I am close to being done fixing bugs I update an example and find more.  Thankfully while the number of bugs is not known the number of examples are.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: jmababa on November 06, 2016, 09:00:56 AM
seriusly this is late super late by next year early moths might A16 be released no use to release in A15
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 06, 2016, 09:34:37 AM
Quote from: jmababa on November 06, 2016, 09:00:56 AM
seriusly this is late super late by next year early moths might A16 be released no use to release in A15

Itll take as long as it takes, 1000101 isnt a magician, hes close..but not quite. Quit whining, help or shut up.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 06, 2016, 11:22:10 AM
Quote from: skullywag on November 06, 2016, 09:34:37 AM...1000101 isnt a magician...

Magician, no.  Wizard, yes.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: RemingtonRyder on November 06, 2016, 11:24:23 AM
A modder is never late. He releases precisely when he intends to. ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Autocthon on November 06, 2016, 12:09:54 PM
I always breath a sigh of relief when I see this topic pop back onto the first page. Thank you for your diligence CCL team. As arduous as it is for those of us waiting on CCL, I'm sure it's doubly so for you guys developing it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 123nick on November 06, 2016, 09:27:25 PM
Quote from: 1000101 on November 06, 2016, 12:01:51 AM
We're working on it and getting there.  I've been updating the examples that comes with the modders release (which also serve as unit tests for the library) and fixing bugs they highlight in the process.  Currently I am working on filling in a hole that the new drug system has created with the automated factories being used for synthesizers.

Quote from: skyarkhangel on November 05, 2016, 04:38:43 AMCR waits CCL a15 user release, then iam update CR too. Its nearly ready.
P.S. E please, update as soon as possible  :)

You know I did a pre-release to modders more than a week ago, right?  Well, you would if you ever showed up in Slack/Discord and checked the pinned items.  You could have started updating CR already.  :P

The API refactoring is done, it's just bug fixing now.  That being said, every time I think I am close to being done fixing bugs I update an example and find more.  Thankfully while the number of bugs is not known the number of examples are.

discord is only for modders?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Rock5 on November 06, 2016, 10:05:48 PM
I'm always put off when I need to install CCL for a mod. I'm one of those guys that like to install only small simple fix mods or small enhancements mods, to keep it close to vanilla. When I see a small mod that does something small but requires CCL I usually don't install it because CCL is so HUGE.

And as I'm starting to write small mods myself I don't want to require the whole of CCL to help me do 1 thing.

I would have preferred if CCL was a group of smaller mods that focus on separate tasks. Then a modder could require only the parts he needs for his mod to work. That way individual parts could be updated separately and the more commonly used parts could get updated more quickly.

Actually, looking at the list of things CCL does, it looks like most of them are like mods themselves, adding features and changing things. Only a few lines refer to how it can help modders. Maybe CCL should follow others examples and have a core functionality mod (such as Haplos Miscellaneous Core) that provides all the mod helper functionality that the rest of CCL and other modders can use?

Just my 2 cents worth from someone you mostly doesn't have a clue. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 06, 2016, 10:07:28 PM
Quote from: 123nickdiscord is only for modders?

Discord itself, no.  RimWorldMod, yes.  The whole point is to not have everybody there as the intended purpose is for modders to talk to modders and help each other out.  Invites will only be sent to modders and those who are currently in it who aren't modders are soon going to get the boot.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 06, 2016, 10:25:35 PM
Quote from: Rock5 on November 06, 2016, 10:05:48 PMActually, looking at the list of things CCL does, it looks like most of them are like mods themselves, adding features and changing things. Only a few lines refer to how it can help modders. Maybe CCL should follow others examples and have a core functionality mod (such as Haplos Miscellaneous Core) that provides all the mod helper functionality that the rest of CCL and other modders can use?

You mean like how it was separated several alphas ago into the core library and the tweaks mod?  Without a mod to use CCL, the changes CCL makes are not visible to the player/user (exception:  Help menu).  Everything the core of the library is doing is simply to "open the doors", someone else (another mod) needs to actually step through it (make use of the open door).  There is nothing in the core mod which doesn't need to be in the core mod and it can't be broken down any further.

Everything CCL is doing needs to be done the way it is.  It's completely fair that you don't understand how it works but then if someone doesn't understand how something works then they shouldn't offer suggestions on how it can be changed.

Quote from: Rock5 on November 06, 2016, 10:05:48 PMJust my 2 cents worth from someone you mostly doesn't have a clue.

In sports this phenomenon is known as being an "armchair quarterback" (http://www.urbandictionary.com/define.php?term=Armchair%20quarterback) - no offense but, you can keep your two cents as they are worthless, thanks.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Rock5 on November 07, 2016, 01:17:05 AM
You are, of course, completely correct. I don't know what I'm talking about. Which is why I decided last minute to add that last line. I fully expected to be corrected. It's sort of a way to get to some information.

I guess I could have formed it as a question instead of explaining the way I think it should work. Yes, that's what I should have done. Sorry. I'll keep that in mind for next time.

Anyway... So the CCL core mods works like I was saying? Cool, I should have looked at it more closely. I must have misunderstood what I was seeing when I looked through it. I probably rushed it.  I'll have another go at seeing if I can understand it.

Thanks.

Ps. "armchair quaterback". Funny. I hadn't heard that before. I'll have to remember that.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 07, 2016, 02:31:37 AM
So yes CCL is literally a library of functions aimed for modders. It permit to folks like me (who only know XML) to use some of the features C# coding permits.

For a description of all functions CCL brings you could look in there (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/tree/alpha15/_Mod/Modders%20Resource/Def%20Descriptions), Rock5.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: MikeExp on November 07, 2016, 02:47:40 AM
Nevertheless the tone of 10whatevers reply was not okay.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 07, 2016, 04:33:38 AM
and now you are being an armchair moderator, stop it, Rock5 took it in the spirit 1000101 meant it to be taken. End of.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Rock5 on November 07, 2016, 04:44:50 AM
Quote from: MikeExp on November 07, 2016, 02:47:40 AM
Nevertheless the tone of 10whatevers reply was not okay.
Really? I found it perfectly acceptable.

To continue my discussion, doesn't the core library add a minimap, helpmenu and a few other tweaks? I would expect a library to just have classes and methods and not actually do anything but provide ways for mods do do things.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 07, 2016, 04:53:50 AM
Quote from: Rock5 on November 07, 2016, 04:44:50 AMTo continue my discussion, doesn't the core library add a minimap, helpmenu and a few other tweaks? I would expect a library to just have classes and methods and not actually do anything but provide ways for mods do do things.

Ahh yes, the minimap framework too, I forgot about that.  Mainly because that isn't what is holding up CCL.  The current problems are issues with the drug systems it's encountering.  I could do a "stripped down" version of CCL for A15 "just to get it out" but that wouldn't solve the issues and they still need to be resolved so I am not doing extra work to side-step it "just to get it out".
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Rock5 on November 07, 2016, 07:18:55 AM
Quote from: 1000101 on November 07, 2016, 04:53:50 AMMainly because that isn't what is holding up CCL. 
Just to be clear, I don't care that CCL is being held up. I didn't make my suggestion because I'm impatient for the update. The mods I'm using don't use it. It was purely a suggestion in it's own right. I still think a core library shouldn't do anything.

Edit: if making a stripped down version of CCL would allow modders to update their mods then maybe that's what the core should be.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 07, 2016, 07:38:58 AM
The point is nothing that could be classed as "extra functionality CCL maybe shouldnt do" has held up the release, in any way. Some of the stuff that CCL opens up that is hard coded in Vanilla has changed like the addition of the drugs system 1000101 mentioned, this is now whats being worked on so it can tie in to all the code CCL has made better. The end result is with just CCL installed nothing changes to the end user but the internal hardcoded stuff is less so, in its current state it bugs out in certain places due to the features added in A15.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 123nick on November 07, 2016, 02:28:19 PM
do you think its possible for CCL to be released before A16 comes out? i heard its not coming out this month. and would updating to A16 possibly be easier, although it could be very hard or impossible to know?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Daguest on November 07, 2016, 05:22:10 PM
Quote from: Rock5 on November 07, 2016, 07:18:55 AM
Quote from: 1000101 on November 07, 2016, 04:53:50 AMMainly because that isn't what is holding up CCL. 
Just to be clear, I don't care that CCL is being held up. I didn't make my suggestion because I'm impatient for the update. The mods I'm using don't use it. It was purely a suggestion in it's own right. I still think a core library shouldn't do anything.

Edit: if making a stripped down version of CCL would allow modders to update their mods then maybe that's what the core should be.
No offense, but you are nitpicking. I used CCL since A13-14, and it doesn't affect gameplay. The minimap can be disabled (which I do), and the help menu is not very much used otherwise.
So yeah, for all intent and purpose, CCL is not changing the game.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on November 08, 2016, 08:58:58 AM
Quote from: skullywag on November 07, 2016, 07:38:58 AM
The point is nothing that could be classed as "extra functionality CCL maybe shouldnt do" has held up the release, in any way. Some of the stuff that CCL opens up that is hard coded in Vanilla has changed like the addition of the drugs system 1000101 mentioned, this is now whats being worked on so it can tie in to all the code CCL has made better. The end result is with just CCL installed nothing changes to the end user but the internal hardcoded stuff is less so, in its current state it bugs out in certain places due to the features added in A15.

Is there more information on this somewhere? The CCL GitHub repository doesn't have anything about drugs in the list of issues. Do you keep a list of blocker bugs for contributors?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 08, 2016, 09:02:10 AM
1000101 is working through said issues currently, its to do with the automated factory stuff i believe. But no its not down anywhere as its 1 place and 1000101 is working on it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on November 08, 2016, 09:17:37 AM
Well, in the future, feel free to open it up to pull requests from the general public for A16. No need to shoulder the whole burden yourselves.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 08, 2016, 09:58:04 AM
Quote from: Psychology on November 08, 2016, 09:17:37 AMWell, in the future, feel free to open it up to pull requests from the general public for A16. No need to shoulder the whole burden yourselves.

It is open and we do use peoples pull requests.  I've been working with Kelnor on the issue.  Integrating his approach into a wider system which will handle things in a manner which allows for easier future expansions.  This update has quite a lot of refactors and expansions in the core games systems and we have to adapt our code and make sure it works so we don't break everyone's game.

Reverse-engineering and development take time.  Things didn't pan out as easily as we hoped which is why I promised nothing before.  ;)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on November 08, 2016, 10:34:59 AM
Of course, but there doesn't seem to be any obvious way to contribute to the effort.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 08, 2016, 10:49:27 AM
umm github, go get your hands dirty, others havent had issues in doing so.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 08, 2016, 10:59:17 AM
Yesterday I do a pull request only to correct a typo (just a missing word)

Was adding this in order to demonstrate that even without code or C# knowledge, all contributions can help ;-) not to emphasis on how useless I was :-D
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on November 08, 2016, 02:17:47 PM
Quote from: skullywag on November 08, 2016, 10:49:27 AM
umm github, go get your hands dirty, others havent had issues in doing so.

That's exactly what I just said. There's no clear documentation on GitHub what needs to be done. None of the issues lodged on there mention anything that's been mentioned here.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 08, 2016, 02:52:23 PM
Quote from: Psychology on November 08, 2016, 02:17:47 PM
Quote from: skullywag on November 08, 2016, 10:49:27 AM
umm github, go get your hands dirty, others havent had issues in doing so.

That's exactly what I just said. There's no clear documentation on GitHub what needs to be done. None of the issues lodged on there mention anything that's been mentioned here.

Sorry i just dont get what you mean by "what needs to be done", you add functionality to it or improve whats there, if you mean in terms of the update there is little you can do right now, 1000101 is tidying up the last issues that were discovered.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on November 08, 2016, 03:17:45 PM
That's what I gathered, yeah, which is why I suggested for A16 that you guys have some kind of bug bounty board to focus community efforts on porting it to the next version. That way people who are impatient can lend a hand instead of sitting on them, and you guys with jobs and hobbies don't have to do so much work. If you already did that, and I just didn't see it because everything was already resolved, I apologize.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: GanjaBoss on November 08, 2016, 03:21:00 PM
can't wait to see new update. can't play without ccl so it is almost a month since i havent played rimworld );
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: AseaHeru on November 12, 2016, 11:03:01 AM
So, ah, can we get word on whats still holding the update back?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on November 12, 2016, 03:37:03 PM
Quote from: AseaHeru on November 12, 2016, 11:03:01 AM
So, ah, can we get word on whats still holding the update back?
Still the stack bug as far as I know.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 12, 2016, 05:47:08 PM
nope, its new stuff in A15 and rangling that into the systems CCL has. The "update" was done a while back but that didnt include any of the new stuff in A15.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 12, 2016, 10:17:56 PM
Mostly it's a time limit that is keeping it back.  I only have a couple hours a week I can dedicate to it so a bug which only takes a couple hours to fix, takes a week to fix.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Michigo on November 13, 2016, 03:51:21 AM
Quote from: 1000101 on November 12, 2016, 10:17:56 PM
Mostly it's a time limit that is keeping it back.  I only have a couple hours a week I can dedicate to it so a bug which only takes a couple hours to fix, takes a week to fix.

That's a little sad. :(

But it's not like people like me are in a position to complain.
We invest exactly zero hours per week and are basically freeloaders.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 13, 2016, 05:26:06 PM
Quote from: Michigo on November 13, 2016, 03:51:21 AM
Quote from: 1000101 on November 12, 2016, 10:17:56 PM
Mostly it's a time limit that is keeping it back.  I only have a couple hours a week I can dedicate to it so a bug which only takes a couple hours to fix, takes a week to fix.

That's a little sad. :(

But it's not like people like me are in a position to complain.
We invest exactly zero hours per week and are basically freeloaders.

It's one of those things where patience is a virtue and try not to pull your hair out.  I thought most of the bugs were squashed and it was almost ready a few weeks ago...then a couple more more jumped out into the light, and a couple more.  It's like cockroaches, if you see one, you have 1000.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Vincent on November 13, 2016, 07:46:42 PM
Serious question tho, what if A16 come before your release ? from the teasers it sounds like just around the corner, on reddit Tynan said surely not this month but a December release wouldn't not be too surprising.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jaxxa on November 13, 2016, 09:08:28 PM
Not on the CCL team so dont take this as any kind of official response.

I would assume in that case if a A15 release were to come out would depend on how much work was left and what kind of work.
If A15 was almost ready or the A15 bugs would still affect the A16 version, then I would expect that A15 would get released.

Although if there is work to be done that would not help A16, then because of the limited time the developers have not releasing A15 might be the better option.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 13, 2016, 09:18:38 PM
Not on CCL either but :

1/ Tynan said no A16 before Xmas likely : https://www.reddit.com/r/RimWorld/comments/5ax9a9/some_notes_on_recent_controversies/d9kpvgq/

2/ CCL is 99% done (my guestimation)

So i really think it will not happen. But even if then all the already made works will not be lost so I don't see it as a bigger problem than what is actually happening in fact ?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 14, 2016, 12:14:53 AM
Plus a16 looks to be a literal gamechanger most larger scale mods are gonna have a lot more work involved i would guess. The "issues" only arrise when everything else has updated and ccl hasnt.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Vincent on November 14, 2016, 03:13:14 AM
Quote from: kaptain_kavern on November 13, 2016, 09:18:38 PM
Not on CCL either but :

1/ Tynan said no A16 before Xmas likely : https://www.reddit.com/r/RimWorld/comments/5ax9a9/some_notes_on_recent_controversies/d9kpvgq/

2/ CCL is 99% done (my guestimation)

So i really think it will not happen. But even if then all the already made works will not be lost so I don't see it as a bigger problem than what is actually happening in fact ?

aww man I missed that one I'm sad now  :'(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 18, 2016, 12:27:59 AM
Quote from: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
That's what I keep telling to everyone lol.

More seriously I feel like I have to say it plainly again (after all the negative comments I heard about CCL last months) it's the first time there is a gap so big between CCL release and the RW alpha release. All the "older" one modders could confirm this.

I think the fact this coinciding with the first new alpha release for Steam driven "fresh" newcomers has leading to me reading things like "CCL is a myth" lol.

I can't express enough how I valuated this piece of works and even how  I thanks you for doing this. It's really amazing to have access to all those new modding possibilities without having to learn C# from scratch.

Also,
If you find some time it's look like my guestimation module need some debugging as well  ;) sorry for the imprecision ^^
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: GanjaBoss on November 19, 2016, 06:00:13 AM
Quote from: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
Can we then see a unstable-branch?
Something like version, available only on github to experienced users, so we dont have to wait for stable realease? (or even could fix bug themselves in-game, so we can push it to main)?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 19, 2016, 07:02:14 AM
Quote from: GanjaBoss on November 19, 2016, 06:00:13 AM
Quote from: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
Can we then see a unstable-branch?
Something like version, available only on github to experienced users, so we dont have to wait for stable realease? (or even could fix bug themselves in-game, so we can push it to main)?

It is on github. Its always been on github, if you can compile it you can use it. Its always been this way....
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 19, 2016, 11:25:16 AM
Quote from: skullywag on November 19, 2016, 07:02:14 AM
Quote from: GanjaBoss on November 19, 2016, 06:00:13 AM
Quote from: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
Can we then see a unstable-branch?
Something like version, available only on github to experienced users, so we dont have to wait for stable realease? (or even could fix bug themselves in-game, so we can push it to main)?

It is on github. Its always been on github, if you can compile it you can use it. Its always been this way....

Normally we'd please ask you to make all pull requests (PR) against the development branch.  While we are working on the current update, please make any PR against the alpha (alpha15) branch.

Note that I haven't done a merge in a while so I have a bit of code to push.  I could do one but I don't like pushing broken code.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: GanjaBoss on November 19, 2016, 05:37:54 PM
Quote from: skullywag on November 19, 2016, 07:02:14 AM
Quote from: GanjaBoss on November 19, 2016, 06:00:13 AM
Quote from: 1000101 on November 17, 2016, 11:02:44 PM
Quote from: kaptain_kavern2/ CCL is 99% done (my guestimation)

CCL is 100% done, it's just squashing bugs which is limited by time.
Can we then see a unstable-branch?
Something like version, available only on github to experienced users, so we dont have to wait for stable realease? (or even could fix bug themselves in-game, so we can push it to main)?

It is on github. Its always been on github, if you can compile it you can use it. Its always been this way....
im not exactly (not at all) familiar with git, so i thought it should looked like two different branches - one named "stable" and one "unstable"
So, yeah, if you was doing that already that it is my fault that i didnt noticed it, sorry
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 19, 2016, 08:47:05 PM
We have a "stable" and "unstable" branch, we just call them "master" and "development".   We have a temporary third branch when we do alpha updates which we merge into the unstable/development branch once the update is complete.

Our basic structure is:

main <- development [<- alpha]
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: erathia on November 21, 2016, 06:03:30 AM
Just went to the CCL workshop to make my own impression of the shitshow...
"Well it's fairly calm around here... Let me lurk around some pages...!
Holy sheeet nuke it! nuke it before it lays eggs!"

We need to make our own mod delivery system and extract rimworld of this so called workshop,
who is more of a cancer than anything else, maybe Nexus, they've been wondeful fellows since my modding addiction started with morrowind, a looong time ago, they always delivered.

Gmod lost me when it went for workshop only and closed gmod.org...
The workshop itself is not to blame, even if it's a real pain in the rear to find something in this system. But steam as experienced as they might be, should never trust user input, especially if it's about mod and ownership of them, a mod can be reuploaded indefinitely without concern for the real maker of the mod. This kill the modding essence, well at least it did on gmod.
Let's hope for the love of god that rimworld is safe with these forums..

PS: i miss my spacebuild.  :'(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: GanjaBoss on November 21, 2016, 03:21:12 PM
Quote from: erathia on November 21, 2016, 06:03:30 AM
Just went to the CCL workshop to make my own impression of the shitshow...
"Well it's fairly calm around here... Let me lurk around some pages...!
Holy sheeet nuke it! nuke it before it lays eggs!"

We need to make our own mod delivery system and extract rimworld of this so called workshop,
who is more of a cancer than anything else, maybe Nexus, they've been wondeful fellows since my modding addiction started with morrowind, a looong time ago, they always delivered.

Gmod lost me when it went for workshop only and closed gmod.org...
The workshop itself is not to blame, even if it's a real pain in the rear to find something in this system. But steam as experienced as they might be, should never trust user input, especially if it's about mod and ownership of them, a mod can be reuploaded indefinitely without concern for the real maker of the mod. This kill the modding essence, well at least it did on gmod.
Let's hope for the love of god that rimworld is safe with these forums..

PS: i miss my spacebuild.  :'(

I think steam rules explictly states that no one can upload someone else work without their permission. In any case just contacting the mod uploader asking him to delete mod could be enough (ask skullywag  :) )
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Daguest on November 21, 2016, 04:39:08 PM
It's easy to be an entitled a***hole on steam workshop. But you can't change human nature by moving to another site. Nexus is moderated, so you don't see it (usually), but some modders are/were harassed by a few, through PM mostly. Sometimes to the extreme (twitter, personal mail, and even phone number/RL address).

I just hope modders realize that for every entitled jerk there are several people who are not flooding their mod page with posts everyday, who wait patiently, you know, like normal people.
I've been waiting since A15 was released, because the game is not the same without Skullywag's expanded storage, but I perfectly know I can't help, so I just wait.

So yeah, good luck and thanks for the mods :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Facepunch on November 21, 2016, 11:08:44 PM
99 little bugs in the code, 99 little bugs
take one down, patch it around
117 little bugs in the code
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kaptain_kavern on November 21, 2016, 11:37:19 PM
Quote from: Facepunch on November 21, 2016, 11:08:44 PM
99 little bugs in the code, 99 little bugs
take one down, patch it around
117 little bugs in the code
(http://i.imgur.com/HTisMpC.jpg)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: erathia on November 22, 2016, 07:34:32 AM
Bugs are in a kind of quantum state, unless you examinate them, you cant see exactly where they are, or even if they are entangled with others, and when you mesure them, you may or may not reveal other entangled to them!

See? It's so easy to make pseudo quantum-science from nothing, quantum medecine and other bullshit have a good future. Damnit

Ewww off topic we go... "Retournons a nos moutons"
Can we extrapolates of any improvements to the future a16 and any new feature that "we" could include to a future CCL, like a way to log into a private server for the MP interaction between colonies,

(we would have to retro-engeneer the serverside, which would be a good challenge, and i could help with that, did some work on the EVEmu challenge back in the day, it was a serverside emulator for the Eve Online game, it was never fully finished but it was a great hacking challenge)

Any suggestions?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 22, 2016, 08:27:21 AM
Myself and 1000101 are Testers for Rimworld so when an internal test build is available we will have 1st access to it. So any new things that are added 1000101 will make a call on if he sees any useful improvements for it in CCL. Usually making a somewhat locked down piece of functionality slightly less locked.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on November 22, 2016, 10:28:59 AM
Quote from: GanjaBoss on November 21, 2016, 03:21:12 PM
I think steam rules explictly states that no one can upload someone else work without their permission. In any case just contacting the mod uploader asking him to delete mod could be enough (ask skullywag  :) )

You can flag mods that violate the rules, I've done in other workshops when people reupload mods for no reason, the Workshop moderators will get around to it eventually.

Steam just has a lot of asshats because every Steam user is automatically a Workshop users, too. Nexus/Ludeon requires a minimum level of effort. :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Vincent on November 22, 2016, 02:16:32 PM
Quote from: Devon_v on November 22, 2016, 10:28:59 AM
Quote from: GanjaBoss on November 21, 2016, 03:21:12 PM
I think steam rules explictly states that no one can upload someone else work without their permission. In any case just contacting the mod uploader asking him to delete mod could be enough (ask skullywag  :) )

You can flag mods that violate the rules, I've done in other workshops when people reupload mods for no reason, the Workshop moderators will get around to it eventually.

Steam just has a lot of asshats because every Steam user is automatically a Workshop users, too. Nexus/Ludeon requires a minimum level of effort. :)

Why are you guys not just working with Tynan ? it sounds like CCL could/should be implemented into rimworld if it is so vital for that many mods
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: MisterVertigo on November 22, 2016, 02:27:40 PM
I could be wrong, but I thought the CCL team was in communication with Tynan. I'm pretty certain I read that somewhere earlier in the thread. It was something with all the changes that happen during an alpha Tynan has not wanted to make it part of the game yet as a lot can change yet. I do understand though that he has given some guidance to the CCL team as to how some things work to help them along.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 22, 2016, 03:38:24 PM
Quote from: MisterVertigo on November 22, 2016, 02:27:40 PM
I could be wrong, but I thought the CCL team was in communication with Tynan. I'm pretty certain I read that somewhere earlier in the thread. It was something with all the changes that happen during an alpha Tynan has not wanted to make it part of the game yet as a lot can change yet. I do understand though that he has given some guidance to the CCL team as to how some things work to help them along.
Nope none of this is accurate.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: MisterVertigo on November 22, 2016, 03:44:23 PM
I thought I had read some stuff about "access to Tynan" but I was obviously mistaken. My apologies. I should not have stuck my nose in where I shouldn't have.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 22, 2016, 03:46:51 PM
Quote from: MisterVertigo on November 22, 2016, 03:44:23 PM
My apologies. I should not have stuck my nose in where I shouldn't have.

No worries, its not an issue. Tynan has a game to work on he doesnt have time to help us learn to mod, we have figured out 99% of everything on our own (which is fine). The "access" to Tynan we have is literally a subforum that has died, it wasnt implemented in the way some of us wanted (read: me) and its now not used at all, which is actually quite sad, but meh.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: joaonunes on November 28, 2016, 06:46:26 AM
How's the progress? Still crushing bugs?
Sorry to disturb you but it has been almost a full week since the last post, just checking on the mod's situation :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: EldVarg on November 28, 2016, 08:46:56 AM
They are really active in the chat, finding bugs and fixing them and improving stuff :).
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: joaonunes on November 28, 2016, 09:52:26 AM
Sweet :D Keep up with the good work, don't rush things up because that's how s*** happens, trust me  :'(
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: tonsrd on November 28, 2016, 11:30:48 AM
Quote from: skullywag on November 22, 2016, 03:46:51 PM
Quote from: MisterVertigo on November 22, 2016, 03:44:23 PM
My apologies. I should not have stuck my nose in where I shouldn't have.

No worries, its not an issue. Tynan has a game to work on he doesnt have time to help us learn to mod, we have figured out 99% of everything on our own (which is fine). The "access" to Tynan we have is literally a subforum that has died, it wasnt implemented in the way some of us wanted (read: me) and its now not used at all, which is actually quite sad, but meh.

get him to go on discord :p instant access 24/7 to a dev ( im 1 of 10 alpha testers on another game giving bug reports / ideas in discord with pics or utube links = so much instant access )
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 28, 2016, 01:51:43 PM
Tynan was in the modders chat when it first started but it was too distracting for him, which i totally understand.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on November 29, 2016, 01:48:06 PM
Quote from: McGuinnes87 on November 29, 2016, 01:42:21 PMSry if I ask, but anytime I try to play Rimwolrd, a blackframe appers and i cant to anything an die gamingscreen.
Anyone knows something how I can play?

Given that CCL hasn't been released for A15 yet this question is unrelated to CCL and doesn't belong here.

Not that we won't be willing to help, but this thread isn't the place to answer (or even ask) that question.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Razzoriel on November 30, 2016, 05:54:12 AM
Is there any chance Tynan gives access to early A16 builds so you guys are able to plan ahead and check what changes were made to get ahead? It's going to suck see CCL getting updated to A15 right after the release of A16.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on November 30, 2016, 06:51:18 AM
As stated elsewhere myself and 1000101 are "super testers" so we get the earliest access to test builds. Please everyone keep in mind this was a "perfect storm" of an alpha, all of the CCL team had real life things we needed to take of at the same time and the alpha was put through testing faster than EVER before (the next quickest being 2 weeks longer than this one). This plus the "hashing" changes to core had us turned around for a bit. I cant however say it wont happen again.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Razzoriel on November 30, 2016, 08:17:23 AM
Quote from: skullywag on November 30, 2016, 06:51:18 AM
This plus the "hashing" changes to core had us turned around for a bit. I cant however say it wont happen again.
As I've understood throughout the developing of this last update, most of the problems came with this specific point. Do you have any clue if there are new hashing codes in A16, or is it the same as in A15? Because if it is, I'd say updating from A15 to A16 won't have as many problems (unless some new boogeyman is instated).
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Selonianth on December 04, 2016, 06:59:06 AM
Quote from: skullywag on November 30, 2016, 06:51:18 AM
As stated elsewhere myself and 1000101 are "super testers" so we get the earliest access to test builds. Please everyone keep in mind this was a "perfect storm" of an alpha, all of the CCL team had real life things we needed to take of at the same time and the alpha was put through testing faster than EVER before (the next quickest being 2 weeks longer than this one). This plus the "hashing" changes to core had us turned around for a bit. I cant however say it wont happen again.
Completely understandable... am however anxiously awaiting an update to CCL, I forgot how much I loved certain parts of it.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: SethCarmikle on December 13, 2016, 02:05:27 PM
Been lurking on these forums checking for updates on this and others for a while. Any updates on the progress, not looking for a release date, just want to know how things are going since there haven't been any updates in a while.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Zhentar on December 14, 2016, 12:48:01 AM
Quote from: Razzoriel on November 30, 2016, 08:17:23 AM
Quote from: skullywag on November 30, 2016, 06:51:18 AM
This plus the "hashing" changes to core had us turned around for a bit. I cant however say it wont happen again.
As I've understood throughout the developing of this last update, most of the problems came with this specific point. Do you have any clue if there are new hashing codes in A16, or is it the same as in A15? Because if it is, I'd say updating from A15 to A16 won't have as many problems (unless some new boogeyman is instated).

The biggest holdup for A15, by far, has been the new drug system. It's required completely rewriting some parts of CCL, and some aspects presented significant challenges.

I don't think A16 will be nearly as difficult to update for based on what I've looked at so far, although there probably are some challenges lurking.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on December 20, 2016, 05:45:28 PM
Sooo... about that "A16 won't come out before CCL does" thing...
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: erathia on December 20, 2016, 06:53:46 PM
Quote from: Psychology on December 20, 2016, 05:45:28 PM
Sooo... about that "A16 won't come out before CCL does" thing...

That was'nt said by any CCL dev so that's irrelevant ;)

Anyway we're still here and waiting for any update,
We wont let CCL die this easily,
To ForsakenShell, Skully, the allmigthy Kaptain, especially Zhentar for the ILSpy thingy and all the others contributors to CCL, keep up the pace, we'll be right there when it's completed.

You know the silent majority here can't or won't code for shit, so we rely on you for the hard work, but we can still help by reporting bugs on the Git page!
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jaxxa on December 20, 2016, 08:27:22 PM
I suppose the question now becomes is an A15 release worth it or should the jump be made directly to A16.

That will probably depend on how much of the remaining work on A15 is still applicable to A16 or how much has to be changed again.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Beathrus on December 21, 2016, 04:06:15 AM
Its good to be patient for things. ʕ•ᴥ•ʔ
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Stralopple on December 22, 2016, 08:54:42 PM
I'm a software engineer (albeit one with limited time) and I'd be more than happy to contribute to the code base, especially if it means getting CCL up to A16. I've not worked with rimworld mods before and was hoping someone already committing to the CCL repo could point me to a good place to start?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: ShawnB on December 22, 2016, 09:32:50 PM
I'm a software engineer too and have some time to contribute.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Devon_v on December 22, 2016, 10:20:51 PM
As far as I know, a15 and a16 don't differ much code-wise. All the massive changes were at the world level, maps still work basically the same. An a15 version would be most of the way to an a16 version.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on December 23, 2016, 12:10:33 PM
Regardless of what has changed between A15 and A16 I have had a lack of testers for the A15 release of CCL which means that things have been slow for CCL.  It basically got halted when I ran into a strange issue and the only person who did help test couldn't reproduce it.

Anyway, CCL will end up jumping straight to A16 it seems but it also may go on a bit of a diet.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: System.Linq on December 23, 2016, 12:47:58 PM
I don't recall you ever asking for testers. You gave the impression you just didn't have time to fix the bugs preventing release.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: 1000101 on December 25, 2016, 04:35:58 AM
Probably because I ask modders in the modding Slack/Discord.  They're the ones who will discover the errors in a library for modders and mods since the errors would only be visible or detectable by modders using CCL in their mods.  ;)  Without any mods using CCL how would one know if there was a bug in it?  :P

That being said, CCL has example mods that come with the modders release which are used to perform basic testing and I was working on dealing with the issues revealed by those.  However, I still got zero feedback from modders from the first pre-release I put out more than two months ago.

At this point it seems that I was only doing this for myself and the small handful of people who wanted it for the tweaks.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Jackaldude2 on December 25, 2016, 05:17:32 AM
I swear I've seen several replies in threads here asking for any help with CCL. I'm no modder nor do I have any knowledge in that field, so the best I could ever do is offer user feedback, but I've never really had any issues with mods yet. And I haven't touched A14-15. At this point I can only offer a solid two thumbs up to the whole community here.  :)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Raf's on December 29, 2016, 12:13:29 AM
Does the CCL team have any ETA on the Alpha 16 release?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Tejko on December 31, 2016, 03:04:00 AM
Are you guys still working on CCL? Because the git-hub repo hasn't been updated since august?
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: skullywag on December 31, 2016, 06:24:51 AM
you should check the A15 branch. Its been updated much more recently than that.
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: kotler on January 01, 2017, 03:31:28 AM
Hi !

I have free time to help with debugging CCL on A15.

Is there are any way to reproduce that hard bug, which prevented mod release on A15 ?

Just compiled mod, runned on A15 my old save game -- and all works
(play using only CCL-vanila mod and CCL-Tweaks)
Title: Re: [A14] Community Core Library v0.14.3.1
Post by: Brrainz on January 14, 2017, 03:46:10 AM
Hi everyone,

I would like to introduce a new library I wrote for the community. It is called Harmony and I have created a thread in Tools about it: https://ludeon.com/forums/index.php?topic=29517.0

The purpose of this lib is to take Detour() to the next level. My goal here was:

- keep the original method intact
- include methods where the class cannot be subclassed
- allow more than one patch for the same method
- define priorities so users don't have to reorder mods
- have mods identify themselves so they can look up who patched what
- have no global state
- have no external mod that users need to install separately
- have the code open and accessible to the public
- to be compatible with all the platforms and other versions of Harmony in the future

All this said, I want to say that I don't want to compete with CCL. Instead, I wish we could incorporate Harmony into CCL and replace the old Detour(). I will advocate this even to other potential clients like HugsLib. I also want people to test the living hell out of it - I have only tested it on 64bit Intel Win10 and my new MacBook. The tricky part in it is based on the work of Michael Turutanov with this great AsmHelper and this is already in use by Achtung and works for a lot of people but I had a friend report that it gives an access violation on this AMD/Win10 machine.

The library itself exists on GitHub here: https://github.com/pardeike/Harmony and I made a small example mod that toys with the Unity camera (A16) and uses Harmony here: https://github.com/pardeike/CameraPlus

Let me know if this sounds interesting so we can either discuss this here or in its own thread.

Cheers,
Andreas Pardeike