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RimWorld => Releases => Mods => Outdated => Topic started by: Jaxxa on August 28, 2015, 09:54:10 PM

Title: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on August 28, 2015, 09:54:10 PM
Please goto the new version in the link:
https://ludeon.com/forums/index.php?topic=18995.0

Enhanced Development

This mod is the continuation of my previous mod "Enhanced Defense": https://ludeon.com/forums/index.php?topic=6636.0  (https://ludeon.com/forums/index.php?topic=6636.0) but renamed to reflect it being more general that just combat. This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to. I have some information about the modules in this post, If you want more information read the .pdf manual. This is still a bit of a work in progress, let me know if you notice any bugs or things that are unclear, especially in the manual.

Manual:
http://www.mediafire.com/view/xhgoa9l5jz71vat/Manual.pdf
The manual is a work in progress, if you see something that could be explained better let me know and I can improve it.


Download:
http://www.mediafire.com/download/d0104qd01yh3x0t/Enhanced-Development_00.04.00.zip


Old Downloads:
http://www.mediafire.com/download/ky5mx8ztibixnbx/Enhanced-Development_00.01.00.zip
http://www.mediafire.com/download/p6fcbo06ldrmw6j/Enhanced-Development_00.02.00.zip
http://www.mediafire.com/download/r6biwj3ouamwdbi/Enhanced-Development_00.03.00.zip

Features:

Reverse cycle Cooler
Adds a Reverse Cycle Cooler. Identical to the standard cooler except that it can easily be rotated to reverse the direction of the temperature flow.

Stargate
(http://i.imgur.com/X8EXB1y.png)
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

Shields
(http://i.imgur.com/cg28SYQ.png)
This mod allows you to place shield generators. They are expensive and power hungry but can really strengthen your defences. The shields will stop projectiles that try to enter it, but allow weapons to be fired out.

PersonalShields
(http://i.imgur.com/LzLMQRf.png)
Adds Personal Shields into the game. Allows you to construct a building capable of upgrading your colonists to have a personal shield capable of protecting them from damage.

NEW: These shields can now be applied to animals.

WirelessPower
(http://i.imgur.com/3s2MuOE.png)
Allows the creation of a Wireless power grid.
Wireless power Nodes can transmit or receive power from the grid.
If the grid is overloaded it will completely shutdown all receiving nodes and require you to reactivate them.

OmniGel
(http://i.imgur.com/YtbXP6d.png)
This mod allows you to have a renewable source of Metal and Stone.
You start by planting and harvesting the OmniGel plant.
You then need to research and build a MK1Replicator.
This is a workbench that allows you to transform the OmniGel that you harvest into slag or rock.
You then use this in the standard rock cutting or slag refining benches are in rimworld to get usable materials.

LaserDrill
(http://i.imgur.com/EBlsQX4.png)
Adds a Laser Drill that allows the creation of new steam vents, and a Laser laserFill that allows you to remove unwanted steam vents. Both of these operations will take a considerable amount of time.

Embrasures
Embrasures is a mod that adds 4 new wall types (one for metal, stone, wood and logs). The walls have openings for colonists to shoot at their enemies, while not allowing any to pass through. Basically, they look like holes in the walls but they work more like like impassable sand bags (it looks like a hole in each block but the whole block is open to let through bullets).

ED-Plants24H
-Plants will grow 24 Hours a day if they have sufficient lighting
-Effects PlantPotato, PlantStrawberry, PlantCotton, PlantDevilstrand, PlantXerigium, PlantRose, PlantDaylily

ED-Vent
(http://i.imgur.com/wZv0EfQ.png)
Adds a Vent System that allows you to Equalise the temperature between two Rooms.
Uses a modified cooler graphic, does not matter what direction it is placed. Power it on to equalise the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: LanMc on August 29, 2015, 12:52:12 PM
Excellent!  I love so many things about this mod!
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Iwillbenicetou on August 29, 2015, 01:58:18 PM
Nice. Like the new change of name. And as you said, more focussed on general stuff.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: highlander345 on August 29, 2015, 02:36:09 PM
Heya, I liked your mod when it was Enhanced Defense, however I currently can't get it to load into my game, I'm not picking up any errors but he info on the mod is blank
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: FreddyFazbear on August 29, 2015, 02:52:14 PM
Cool mod, but i thought personal shields and vents were already in the game.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Jaxxa on August 29, 2015, 06:43:16 PM
Quote from: highlander345 on August 29, 2015, 02:36:09 PM
Heya, I liked your mod when it was Enhanced Defense, however I currently can't get it to load into my game, I'm not picking up any errors but he info on the mod is blank

Check that it is not inside another folder. It under \mods there should be all of the "ED-" folders. Make certain that it isn't  \mods\Enhanced Development\ED-

Quote from: FreddyFazbear on August 29, 2015, 02:52:14 PM
Cool mod, but i thought personal shields and vents were already in the game.

Yes they are, although these are slightly different implementation of them from before they were in the core game.

These vents need power and if the power is shut off they will stop working.

My personal shields will need to be recharged at a charging station when they are damaged instead of recharging themselves, although mine can also defend against melee attacks and you can shoot out of them.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: highlander345 on August 29, 2015, 07:41:47 PM
Quote from: Jaxxa on August 29, 2015, 06:43:16 PM
Quote from: highlander345 on August 29, 2015, 02:36:09 PM
Heya, I liked your mod when it was Enhanced Defense, however I currently can't get it to load into my game, I'm not picking up any errors but he info on the mod is blank

Check that it is not inside another folder. It under \mods there should be all of the "ED-" folders. Make certain that it isn't  \mods\Enhanced Development\ED-

Well I feel so dumb right now, thanks very much though :)
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Aster198 on September 03, 2015, 02:31:24 PM
they took out the deep strike addition to this mod, no more drop pods :(
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Jaxxa on September 03, 2015, 10:59:28 PM
Noted, there were a few issues with it, although it may be making a return in a future version.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Inertial Mage on September 07, 2015, 08:36:36 PM
Just FYI , there are some texture issues when i activate the stargate module with misc MAI's recharge station
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Kulverstukass on September 12, 2015, 10:18:39 AM
Aaand there is still problem with Fort-shield not preventing first (after loading savegame) drop-pod's landing within it's area while option to stop them is ON.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: UncleFubar on September 15, 2015, 01:45:28 AM
Powered Vents no workie because the textures are not where they're expected.

Problem is in Buildings_Temperature.xml: <texPath>Things/Building/Misc/TempControl/Vent</texPath>

The jpgs are sitting in ED-Vent/textures/Things. So I added the extra subdirectories and moved the image files to fix.

Thanks :)
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Zebrin on September 16, 2015, 11:23:55 PM
This mod is pretty damn cool... One question though, on the shield submod, is there a way to add items or structures to allow them to be covered by the SIF Shield? I ask because I am using the Embrasures from a separate mod (Mechanical Defence 2 if that matters.) because I like the ability to change them into full walls if I am not shooting out of them. Unfortunately, they don't get shielded, which makes the energy I am using on the SIF pretty much wasted.
Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: Jaxxa on September 22, 2015, 07:21:06 AM
Quote from: Inertial Mage on September 07, 2015, 08:36:36 PM
Just FYI , there are some texture issues when i activate the stargate module with misc MAI's recharge station
Quote from: Kulverstukass on September 12, 2015, 10:18:39 AM
Aaand there is still problem with Fort-shield not preventing first (after loading savegame) drop-pod's landing within it's area while option to stop them is ON.

Thanks I will look into those.
Quote from: UncleFubar on September 15, 2015, 01:45:28 AM
Powered Vents no workie because the textures are not where they're expected.

Problem is in Buildings_Temperature.xml: <texPath>Things/Building/Misc/TempControl/Vent</texPath>

The jpgs are sitting in ED-Vent/textures/Things. So I added the extra subdirectories and moved the image files to fix.

Thanks :)

Strange, I had a look and it seams that I am just using the stock vent graphics now and so those images are unneeded, I had them back before vents were build into the game. Strange that is wasnt working for you though.

Quote from: Zebrin on September 16, 2015, 11:23:55 PM
This mod is pretty damn cool... One question though, on the shield submod, is there a way to add items or structures to allow them to be covered by the SIF Shield? I ask because I am using the Embrasures from a separate mod (Mechanical Defence 2 if that matters.) because I like the ability to change them into full walls if I am not shooting out of them. Unfortunately, they don't get shielded, which makes the energy I am using on the SIF pretty much wasted.

Yes, if you have a look in Buildings_Shields, in the Building_ShieldSIF section you should see a SIFBuildings list, if you add the names to that list is should work.

Title: Re: [A12c] Enhanced Development - 0.01.00 - 29/08/2015
Post by: mysticmaple on September 27, 2015, 04:31:18 AM
 there is still problem with Fort-shield not preventing first (after loading savegame) drop-pod's landing within it's area while option to stop them is ON!!!!  :o
Title: Re: [A12c] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Jaxxa on September 27, 2015, 06:29:27 AM
I was actually working on fixing that and this new version I just put up should fix it. Let me know if it does not.

The other main addition is that Personal shields can now be applied to Tamed animals. It works mostly the same as my personal shields on Colonists.

Change log:
Quote00.02.00
- Update to Alpha 12D.
- Removed unneeded vent images.
- Initial version of Shielded Animals.
- Fix for Drop-pod Intercept.
- Increased Shield buildings max Shield strength.
- Unpowered Shields buildings will now discharge slowly.
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Ectoplasm on September 27, 2015, 01:38:29 PM
As good a reason as any to start a new colony, thank you :)
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Ectoplasm on September 27, 2015, 04:49:43 PM
I seem to be getting a few errors when I reload a saved colony (one started fresh with 0.02.00).


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

Exception reading FireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..

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

Exception reading ReinforcedEmbrasure.xml as XML: 'texPath' is expected  Line 31, position 6..

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

Exception reading ReinforcedFireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..

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


Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Jaxxa on September 27, 2015, 07:00:13 PM
Are you certain that you don't have any other mods that could be causing this?

All of my Embrasure building are in "Buildings_Embrasure.xml" I don't have FireResistantEmbrasures.xml,  ReinforcedEmbrasure.xml or ReinforcedFireResistantEmbrasures.xml

A google search for "ReinforcedFireResistantEmbrasures.xml" returns a hit for "Mechanical Defence 2" do you have that mod that could be causing the issue?
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Ectoplasm on September 27, 2015, 07:18:06 PM
You're totally correct, sorry! I thought I had deleted that mod.. My bad.
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Jaxxa on September 27, 2015, 10:40:27 PM
No problem, glad you got it figured out.
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Ectoplasm on September 28, 2015, 12:20:00 PM
The little nano shields, are they not bought from traders anymore like in v0.01? I'm on day 206 in this colony now, and I haven't seen one trader with them :(
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Jaxxa on September 28, 2015, 07:07:29 PM
For my Personal Nano Shields, you don't have to buy them from traders.

You build the upgrade station, put a colonist (or tamed animal) next to it and press the upgrade button.
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Ectoplasm on September 29, 2015, 06:15:34 AM
You have the 'nanite shield modulators' which I thought you had to buy from traders, then get your pawns to wear, and then you could charge it up at the colonist station. I see now that you don't have to buy them as upgrading the colonist at the station makes a nanite shield modulator automatically. Sorry I did not realise this. I saw them on a trader in a previous colony (and bought some) And thought these nanite shield modulators had to be bought before the colonist upgrade stage.

Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: gizmo73 on October 05, 2015, 09:47:40 PM
First, one of my must have mods, thanks for this!

Am I missing something, but for some reason every attack of manhunters destroys my shields, I have tried powering them off via power switch, or manually with the toggle power on each one, I guess I assumed they would not be attacked like powered off turrets. Is this intended functionality and I should protect my shield generator?

Thanks!
Title: Re: [A12d] Enhanced Development - 0.03.00 - 01/11/2015
Post by: Jaxxa on November 01, 2015, 12:06:54 AM
New Update:

Quote00.02.01
-Removed unneeded logging that could have a performance impact.
00.03.00
-Stargate can now take resources from any type of Hopper or the ground.
Title: Re: [A12d] Enhanced Development - 0.03.00 - 01/11/2015
Post by: TheGentlmen on November 01, 2015, 01:04:45 AM
Quote from: Jaxxa on November 01, 2015, 12:06:54 AM
New Update:

Quote00.02.01
-Removed unneeded logging that could have a performance impact.
00.03.00
-Stargate can now take resources from any type of Hopper or the ground.
YEEEEEES.
Title: Re: [A12d] Enhanced Development - 0.02.00 - 27/09/2015 - Animal Shields
Post by: Jaxxa on November 02, 2015, 05:06:03 PM
Quote from: gizmo73 on October 05, 2015, 09:47:40 PM
First, one of my must have mods, thanks for this!

Am I missing something, but for some reason every attack of manhunters destroys my shields, I have tried powering them off via power switch, or manually with the toggle power on each one, I guess I assumed they would not be attacked like powered off turrets. Is this intended functionality and I should protect my shield generator?

Thanks!

Sorry I missed your comment.

I dont know exactly what the AI is using to decide what to attack, I will have a look into that when I get the time.
Title: Re: [A12d] Enhanced Development - 0.03.00 - 01/11/2015
Post by: starburst98 on November 02, 2015, 08:34:55 PM
well for the larger shields i see no reason NOT to have them at least in a little shed in case of pirates built for melee. bullet proof shields don't stop knives. and manhunters can't/wont open doors so they can't get into the shield-shed.


edit: wondering what happens if i gate out my people, add mods and new gate them into a new place. like,  don't remove any mods that would cause their gear to be invalid, but say i gate out, add Miscellaneous w MAI+Robots, and then start a new world and gate them in. could they have any data on them that results in issues? or is adding more mods perfectly safe?
Title: Re: [A12d] Enhanced Development - 0.03.00 - 01/11/2015
Post by: tigg on November 05, 2015, 03:03:27 AM
Quote from: Jaxxa on November 01, 2015, 12:06:54 AM
New Update:

Quote00.02.01
-Removed unneeded logging that could have a performance impact.
00.03.00
-Stargate can now take resources from any type of Hopper or the ground.

Thank you!! I had to quit my last game because the lag was ridiculous but I didn't know what had caused it. In my current game I made 12 modulators at once and all of a sudden ..... jerk ... wait 2sec... jerk  etc. - completely unplayable, so I saved it and decided to forget about it for a while. I got a notification for this thread, put your update in and bam, things are back moving again.

Great mod.
Title: Re: [A12d] Enhanced Development - 0.03.00 - 01/11/2015
Post by: Jaxxa on November 05, 2015, 09:09:19 PM
Glad it is working for you now :)
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on November 06, 2015, 09:42:40 PM
New version up. Added a Compatibility patch so that Shields can work against the weapons from the  Combat Realism mod.

https://ludeon.com/forums/index.php?topic=9759.0
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Chivatha on November 15, 2015, 05:45:20 PM
having some issues getting textures for shields (fortress, small, ect) to load. any suggestions?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on November 16, 2015, 04:50:20 PM
Have you tried restarting the game?

Is it the textures for the actual building that is missing?

What is your load order?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Chivatha on November 17, 2015, 03:29:24 AM
I've tried restarting the game a number of times.
the preview image works fine but the actual building pulls up as a red box with an x
currently loading "ED-shields" last. had it loading 13th.
tried moving textures up the DIR tree with no change, currently back at default position.

error pulled "could not load unityengine.texture2d at things/shieldbuilding_blue in any active mod or in base resources"
"matfrom with null sourcetex"
does this for _blue, _smallblue, _green, _yellow... same error except for "_(color)"

thankfully not game breaking, merely annoying.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: harpo99999 on November 17, 2015, 03:43:49 AM
assuming you are on windows, it might be the user name in the path to the mods folder causeing the issue( had this happen a few alphas ago for some users) this can be proven by placing the rimworld folder in the 'C:' drive root directory, and if the problems do not happen then it could be the extended characters in the user name issue
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Chivatha on November 17, 2015, 01:12:59 PM
no change when moved to C:,
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Hayhorse on December 02, 2015, 09:21:41 PM
>Shields not on OP
>Demon posses body
>"WHERE ARE THE SHIELDS"
>Checks last page
>"Oh..."
>Demon leave body.

(Also a lerk post)
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: simon-82 on December 03, 2015, 11:42:34 AM
Getting the following error with every shield using the CombatRealism patch.
Build shield - save game - load game - game semi-crashes + this error appears:

InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for Combat_Realism_Compatibility.Shields.ShieldField::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[ShieldField] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField"><shieldMaxShieldStrength>4000</shieldMaxShieldStrength><shieldInitialShieldStrength>100</shieldInitialShieldStrength><shieldShieldRadius>8</shieldShieldRadius><shieldRechargeTickDelay>15</shieldRechargeTickDelay><shieldRecoverWarmup>900</shieldRecoverWarmup><shieldFireSupression>True</shieldFireSupression><shieldCurrentStrength_base>112</shieldCurrentStrength_base><tick>2775</tick><online>True</online><colourGreen>0.3764706</colourGreen><colourBlue>0.7294118</colourBlue><shieldBuilding>Building_ShieldStandard307098</shieldBuilding></shieldField>

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

  at Verse.Scribe_Deep.LookDeep[ShieldField] (Enhanced_Development.Shields.ShieldField& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Enhanced_Development.Shields.Building_Shield.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield"><def>Building_ShieldStandard</def><id>Building_ShieldStandard307098</id><pos>(123, 0, 74)</pos><health>500</health><faction>Colony508570295</faction><parentThing>PowerConduitInvisible270037</parentThing><shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField"><shieldMaxShieldStrength>4000</shieldMaxShieldStrength><shieldInitialShieldStrength>100</shieldInitialShieldStrength><shieldShieldRadius>8</shieldShieldRadius><shieldRechargeTickDelay>15</shieldRechargeTickDelay><shieldRecoverWarmup>900</shieldRecoverWarmup><shieldFireSupression>True</shieldFireSupression><shieldCurrentStrength_base>112</shieldCurrentStrength_base><tick>2775</tick><online>True</online><colourGreen>0.3764706</colourGreen><colourBlue>0.7294118</colourBlue><shieldBuilding>Building_ShieldStandard307098</shieldBuilding></shieldField><flag_direct>True</flag_direct><flag_indirect>True</flag_indirect><flag_fireSupression>True</flag_fireSupression><flag_InterceptDropPod>True</flag_InterceptDropPod><flag_shieldRepairMode>True</flag_shieldRepairMode><flag_showVisually>True</flag_showVisually></thing>
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)


Error only occurs with the CR patch, unloading the patch fixes the error.

Greetings :)
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: NemesisN on December 06, 2015, 04:14:27 PM
can you make the shields work with CombatRealism patch

it brakes the game when you load up your world with shields
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Dude1925 on December 12, 2015, 06:19:18 PM
Anyone else have the tiny wireless power node texture problem?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: OSMC on December 14, 2015, 06:51:59 PM
Hey, I have been using this mod, but I cant figure out how to use the stargate to move between colonies. Anyone mind explaining how it all works?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Thunasura on December 20, 2015, 08:22:00 PM
I am also unable to figure out how to work the stargate.

Noticed a file within the main folder of rimworld  ("Mods", "RimWorld914Win_Data", "Source"...) called "StargateBackup.xml.bak" if that helps any.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: gnomeknows on December 25, 2015, 06:10:07 AM
How does the wireless node mod work?  I have one node connected to a geothermal generator, and another node in my base with a power line to a production table and lights.  The node at the generator says its connected rate is 3600, but no matter what i try, the power net says "0", and no other nodes can receive power.  Any help is greatly appreciated.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: dariorthan on January 05, 2016, 04:45:37 PM
Quote from: Thunasura on December 20, 2015, 08:22:00 PM
I am also unable to figure out how to work the stargate.

Noticed a file within the main folder of rimworld  ("Mods", "RimWorld914Win_Data", "Source"...) called "StargateBackup.xml.bak" if that helps any.
1. that xml.bak probably is a backup from your latest away team(stuff you sent through the gate), which you can see if you open it with any proper text editor
2.how to use the gate: in the package you download is a manual.pdf. in there are short tutorials how to use all the modules.
3. small/medium bug report with star gate travel from colony-a to colony-b:i sent a away team from my main colony to an uninhabited sector. the away team was 3 well equiped pioneers and some resources(stone/steal/packeged survival meal). when they arrived the began to work without a problem,but when it was time for bed the bug occured: they werent able to use beds. i spawned another colonist via debug and she could use the bed. one thing thats maybe important my pioneers where drafted when they walked through the gate.
4. one problem i have with stargates: even if you are just moving colonists over the map(not from colony to colony) it will delete the old colonist and just spawn another with the same stats as the old one
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Plasmatic on January 16, 2016, 05:18:32 AM
Quote from: simon-82 on December 03, 2015, 11:42:34 AM
Getting the following error with every shield using the CombatRealism patch.
Build shield - save game - load game - game semi-crashes + this error appears:

InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for Combat_Realism_Compatibility.Shields.ShieldField::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[ShieldField] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField"><shieldMaxShieldStrength>4000</shieldMaxShieldStrength><shieldInitialShieldStrength>100</shieldInitialShieldStrength><shieldShieldRadius>8</shieldShieldRadius><shieldRechargeTickDelay>15</shieldRechargeTickDelay><shieldRecoverWarmup>900</shieldRecoverWarmup><shieldFireSupression>True</shieldFireSupression><shieldCurrentStrength_base>112</shieldCurrentStrength_base><tick>2775</tick><online>True</online><colourGreen>0.3764706</colourGreen><colourBlue>0.7294118</colourBlue><shieldBuilding>Building_ShieldStandard307098</shieldBuilding></shieldField>

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

  at Verse.Scribe_Deep.LookDeep[ShieldField] (Enhanced_Development.Shields.ShieldField& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Enhanced_Development.Shields.Building_Shield.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield"><def>Building_ShieldStandard</def><id>Building_ShieldStandard307098</id><pos>(123, 0, 74)</pos><health>500</health><faction>Colony508570295</faction><parentThing>PowerConduitInvisible270037</parentThing><shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField"><shieldMaxShieldStrength>4000</shieldMaxShieldStrength><shieldInitialShieldStrength>100</shieldInitialShieldStrength><shieldShieldRadius>8</shieldShieldRadius><shieldRechargeTickDelay>15</shieldRechargeTickDelay><shieldRecoverWarmup>900</shieldRecoverWarmup><shieldFireSupression>True</shieldFireSupression><shieldCurrentStrength_base>112</shieldCurrentStrength_base><tick>2775</tick><online>True</online><colourGreen>0.3764706</colourGreen><colourBlue>0.7294118</colourBlue><shieldBuilding>Building_ShieldStandard307098</shieldBuilding></shieldField><flag_direct>True</flag_direct><flag_indirect>True</flag_indirect><flag_fireSupression>True</flag_fireSupression><flag_InterceptDropPod>True</flag_InterceptDropPod><flag_shieldRepairMode>True</flag_shieldRepairMode><flag_showVisually>True</flag_showVisually></thing>
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)


Error only occurs with the CR patch, unloading the patch fixes the error.

Greetings :)

Does unloading the patch make the shields not work for CR bullets? or what is the purpose of the compatibility patch?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: LittleGreenStone on January 17, 2016, 12:27:11 PM
Jaxxa!

I've been having issues, savecrashes to be precise, and after some experimenting and doing my best making heads or tails of the output_log, I think I've found the problem; your shields.

I really loved these shields a few alphas back, and I think it is (or would've been) the only shield mod that is (or should've been) compatible with CR (yes, I have installed the compatibility patch),
I'd really appreciate if you could look at it and work some miracles, or in case it's my fault, I'd love to have some help to resolve the issue.

[attachment deleted due to age]
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Vas on January 24, 2016, 08:21:02 AM
Also, you may wish to add something on your 24 hour plant part that says it will conflict with my hydroponics mod and that it isn't needed if the user also has my hydroponics mod.
https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: zoranjoza on January 25, 2016, 12:10:47 PM
Hi, how this stargate works? How to start new colony with currect people and resources? Does research need to be learned again?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: branch? on March 23, 2016, 01:45:28 PM
Is there a way I can edit the SIF Shields in ED-Shields to repair conveyors? I'm not sure what to add to the SIF Shield SIFBuildings tag. I see there are embrasures but no tag like "A2B.Building.ConveyorBelt"
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on March 23, 2016, 06:05:18 PM
Hey guys came back to rimworld recently, sorry about the errors to do with the CR compatibility, but with the imminent release of A13 I probably wont fix them for A12.

Quote from: Long Night'a Hooking on March 23, 2016, 01:45:28 PM
Is there a way I can edit the SIF Shields in ED-Shields to repair conveyors? I'm not sure what to add to the SIF Shield SIFBuildings tag. I see there are embrasures but no tag like "A2B.Building.ConveyorBelt"

Form memory, havnt looked at that for a while but I think it searches for part of the name, so that wall covers stonewall and woodwall. You may just be able to add ConveyorBelt to that list.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: falconbunker on April 03, 2016, 07:38:18 AM
Is there a way to manually fix the squad brain ai error associated with the shields? since I had quite a large colony and I would much rather not see it go up in smoke, the error still showed up even after I unloaded the the CR patch, thanks for the assistance.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on April 04, 2016, 07:59:41 PM
What is the exact errors that you are having?

I didnt think that there was a squad brain ai error from this mod.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: falconbunker on April 04, 2016, 09:36:24 PM
Error log changed, but here you go anyway
https://drive.google.com/file/d/0B29IXwitTppeQ3VpcUl3Q04yOVU/view?usp=sharing
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on April 04, 2016, 10:12:43 PM
Sorry dont know what is up with those errors. I dont think that was caused by something that I have done.

Do they happen when starting a new game?

If so could you start disable them all and start enabling mods one at a time to see when it breaks.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: falconbunker on April 05, 2016, 12:22:27 PM
It used to be just about the shields causing problems, but then I accidentally opened the game again before I could get the error log, and for some reason that caused the output log to reset, so I opened the save file again to get the output log to show the same error, which resulted in that log.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on April 06, 2016, 07:14:42 PM
Dont know that there is much I can do.
Do you have a old or auto save from before this issue started?

If you want you can zip up your save game, mod order and mod and
I will have a quick look at it to see if I can see a way to fix it.

Although with the release of A13 I wont have much time to spend on it.
Do you still want to try and fix this or are you going to start a new A13 colony?
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: falconbunker on April 06, 2016, 07:28:15 PM
I am going to start a new colony, thanks for replying though
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: NoImageAvailable on April 06, 2016, 07:41:19 PM
Moved to outdated by author's request.
Title: Re: [A12d] Enhanced Development - 0.04.00 - 07/11/2015
Post by: Jaxxa on April 16, 2016, 03:34:05 AM
For A13 and later mods please goto https://ludeon.com/forums/index.php?topic=18995.0