MOD NAME/POST | CALLSIGN | VERSION | LATEST UPDATE | BRIEF DESCRIPTION | |
MAIN MODS | |||||
Survivalist's Additions (https://ludeon.com/forums/index.php?topic=32190#msg329348) | SRV | 18.09 (https://github.com/cuproPanda/Survivalists-Additions/releases) | 21 Dec 17 | Adds small features for a starting colony, or one without power. | |
Expanded Power (https://ludeon.com/forums/index.php?topic=32190#msg329349) | EXP | 17.19 (https://github.com/cuproPanda/EXP/releases) | 20 Jun 17 | Adds new power features and expands existing ones. | |
Additional Joy Objects (https://ludeon.com/forums/index.php?topic=32190#msg329351) | AJO | 18.03 (https://github.com/cuproPanda/AJO/releases) | 21 Dec 17 | Adds new objects and activities that bring joy to colonists. | |
Cupro's Drinks Core (https://ludeon.com/forums/index.php?topic=32190#msg329350) | CPD | 18.01 (https://github.com/cuproPanda/Cupros-Drinks-Core/releases) | 02 Jan 18 | Adds required core features for other Cupro's Drinks modules. | |
Cupro's Drinks Soda (https://ludeon.com/forums/index.php?topic=32190#msg329350) | CPD | 18.01 (https://github.com/cuproPanda/Cupros-Drinks-Soda/releases) | 20 Dec 17 | Adds the ability to brew sodas. | |
Cupro's Drinks Alcohol (https://ludeon.com/forums/index.php?topic=32190#msg329350) | CPD | 18.00 (https://github.com/cuproPanda/Cupros-Drinks-Alcohol/releases) | 21 Nov 17 | Adds the ability to brew more alcoholic drinks. | |
Cupro's Drinks Energy (https://ludeon.com/forums/index.php?topic=32190#msg329350) | CPD | 18.04 (https://github.com/cuproPanda/Cupros-Drinks-Energy/releases) | 02 Jan 18 | Adds the ability to brew energy drinks. | |
MICRO MODS | |||||
Quarry (https://ludeon.com/forums/index.php?topic=32190#msg329352) | QRY | 18.23 (https://github.com/cuproPanda/QRY/releases) | 09 Jan 18 | Adds a quarry for collecting resources in flat terrain. | |
Cupro's Stones (https://ludeon.com/forums/index.php?topic=32190#msg329352) | STN | 18.02 (https://github.com/cuproPanda/STN/releases) | 09 Jan 18 | Adds 10 new types of stone | |
Zen Garden (https://ludeon.com/forums/index.php?topic=32190#msg329352) | ZEN | 18.05 (https://github.com/cuproPanda/ZEN/releases) | 10 Jan 18 | Adds decorative garden stuff | |
Cupro's Alloys (https://ludeon.com/forums/index.php?topic=32190#msg329352) | CAL | 18.03 (https://github.com/cuproPanda/CAL/releases) | 09 Jan 18 | Adds new metals and alloys. | |
Windows (https://ludeon.com/forums/index.php?topic=32190#msg329352) | WIN | 17.04 (https://github.com/cuproPanda/WIN/releases) | 13 Jun 17 | Adds windows to the game, allowing sunlight to pass through walls. | |
Preset Filtered Zones (https://ludeon.com/forums/index.php?topic=32190#msg329352) | FZN | 18.00 (https://github.com/cuproPanda/FZN/releases) | 24 Nov 17 | Adds eight new stockpile zones which are already filtered for storing various items. | |
Flags (https://ludeon.com/forums/index.php?topic=32190#msg329352) | FLG | 18.00 (https://github.com/cuproPanda/Flags/releases) | 24 Nov 17 | Adds decorative flags for marking areas or displaying heraldry. | |
Glowstone (https://ludeon.com/forums/index.php?topic=32190#msg329352) | GLO | 18.01 (https://github.com/cuproPanda/Glowstone/releases) | 09 Jan 18 | Adds mineable rocks which glow and can be used to provide light. |
Quote from: Cabdono on May 07, 2017, 12:02:04 AMNo, no A16 releases for any of my mods. I had a ton of personal stuff going on and couldn't devote any time to working on the mods. I hope to get the A17 versions updated as soon as possible, though!
Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right?
Also thanks for all your mods :)
Quote from: zmadz on May 07, 2017, 01:32:31 PM
wb man, good to see you are back and well =]
Quote from: cuproPanda on May 08, 2017, 05:48:00 PM
Minor update for Cupro's Drinks - I forgot to add mass values for items.
QuoteError on Vinegar barrel that pops out on Debug log:EDIT2:Another error.
"Inspect string for POW_VinegarBarrel2012183 contains empty lines.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:206)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:182)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey2C1:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)"
QuoteException in CuprosDrinks.ThinkNode_ConditionalTired TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Quote from: Nezerathian on May 12, 2017, 09:23:32 AM
Tried to make Whiskey in A17, did barrel, % were going up but when it reached 100% barrel disappears and no whiskey for my colony :(.
EDIT:
Error on Vinegar barrel that pops out on Debug log:
"Inspect string for POW_VinegarBarrel2012183 contains empty lines.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:206)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:56)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:97)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:182)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:82)
Verse.<WindowOnGUI>c__AnonStorey2C1:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)"
QuoteConfig error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:209)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__84B() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__849() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
QuoteException in CuprosDrinks.ThinkNode_ConditionalTired TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Quote from: Nezerathian on May 12, 2017, 12:22:29 PM
Yea i know i would not get whiskey from vinegar barrel just didn't get the debug error log then when the whiskey barrels disappeared. In debug mode iv put all the barrels in ur mod to try to catch errors so i can be lil bit of help :). Still thx for a great job and great mods :)
EDIT: Someday il learn the proper way of writing and won't have to edit so much.
EDIT2: Gotta catch em all ;)QuoteConfig error
EDIT 3: Another oneQuoteException
Quote from: Nezerathian on May 12, 2017, 04:00:16 PM
The weird thing with the spawning of alcohol, debug mode building barrels works fine, but when pawns did build barrels then 1 out of 10 test barrels didn't drop alcohol crate. No error in Debug log.
EDIT: Thanks for great job :).
Quote from: cuproPanda on May 12, 2017, 04:36:45 PMQuote from: Nezerathian on May 12, 2017, 04:00:16 PM
The weird thing with the spawning of alcohol, debug mode building barrels works fine, but when pawns did build barrels then 1 out of 10 test barrels didn't drop alcohol crate. No error in Debug log.
EDIT: Thanks for great job :).
Was there a space for the crates? I'll run a test batch of 100 and see if I can get this to happen. My guess is there wasn't a spot for the crate.
EDIT:
After debug testing and having pawns build them, I get no issues. I tested 100 alcohol barrels of various types and 25 barrels of vinegar. Are you sure one of the crates wasn't just hauled away?
Quote from: Canute on May 13, 2017, 12:20:51 PM
Sorry, these pic's don't realy show me the use of the new diodes.
Maybe you should create some examples that show the use of diodes when a simple conduit wouldn't be better and cheaper.
Quote from: cuproPanda on May 15, 2017, 07:36:49 PMNew game, Only loading your mod. I spawn a barrel and this:
Cupro's Drinks has been updated! I rewrote the way alcohol barrels work from scratch, so they work the same way as vanilla fermenting barrels. I also adjusted the recipes and added alcohol precursors to match the process. The new version(17.10) will not work with previous versions, however, so a new save will be required.
Quote from: dismar on May 16, 2017, 11:13:14 PMQuote from: cuproPanda on May 15, 2017, 07:36:49 PMNew game, Only loading your mod. I spawn a barrel and this:
Cupro's Drinks has been updated! I rewrote the way alcohol barrels work from scratch, so they work the same way as vanilla fermenting barrels. I also adjusted the recipes and added alcohol precursors to match the process. The new version(17.10) will not work with previous versions, however, so a new save will be required.
(http://i.imgur.com/Lwom1kr.png)
Quote from: cuproPanda on May 18, 2017, 09:59:01 PMDid 1941 break a bunch of stuff or are you just making sure to keep the assemblies up to date?
Updated all mods for 0.17.1941.932!
Quote from: Love on May 18, 2017, 10:37:02 PMJust making sure. Previous unstable versions have caused problems, even though the solution was replacing a reference to the newest RimWorld assembly. I checked, and the methods in question required the same values be passed and did the same things, yet there were issues...Quote from: cuproPanda on May 18, 2017, 09:59:01 PMDid 1941 break a bunch of stuff or are you just making sure to keep the assemblies up to date?
Updated all mods for 0.17.1941.932!
Config error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Quote from: Love on May 19, 2017, 08:39:26 PM
There seems to be a warning on startup with Powerless.Code SelectConfig error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Quote from: cuproPanda on May 19, 2017, 10:29:19 PMThere is a fix for that!
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
Quote from: faltonico on May 21, 2017, 05:35:48 AMQuote from: cuproPanda on May 19, 2017, 10:29:19 PMThere is a fix for that!
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).
Btw, nice to see you back to moding =3
Quote from: cuproPanda on May 21, 2017, 05:46:37 AMQuote from: faltonico on May 21, 2017, 05:35:48 AMQuote from: cuproPanda on May 19, 2017, 10:29:19 PMThere is a fix for that!
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).
Btw, nice to see you back to moding =3
Nice :) I really liked having fences around my crops! Now if I can only figure out a way to allow pawns to climb over them(if no other path exists) but not animals :(
Quote from: Love on May 21, 2017, 05:57:47 AMQuote from: cuproPanda on May 21, 2017, 05:46:37 AMQuote from: faltonico on May 21, 2017, 05:35:48 AMQuote from: cuproPanda on May 19, 2017, 10:29:19 PMThere is a fix for that!
...
The fences will be removed in the official A17 release since they are too cheaty - enemies can't shoot you when you're inside the fence.
I've Got You In My Sights (https://ludeon.com/forums/index.php?topic=30573.msg311848#msg311848) it works flawlessly (now xD).
Btw, nice to see you back to moding =3
Nice :) I really liked having fences around my crops! Now if I can only figure out a way to allow pawns to climb over them(if no other path exists) but not animals :(
There's a more up to date version here (though still not for A17): https://ludeon.com/forums/index.php?topic=30573.msg330069#msg330069
Quote from: MarineStardust on May 21, 2017, 05:21:39 PMI'm currently working on it. Right now I have a big feature I'm working on for one of my mods, and after that I can test all of them thoroughly before releasing. If you're interested and understand programming/xml, you can check out my GitHub (https://github.com/cuproPanda/ZEN) to see the changes. You can even download the mod from there, but I recommend waiting until I release it in case there are any issues :)
:( no more zen garden?
Quote from: kaptain_kavern on May 21, 2017, 09:47:33 PM
Hi cuproPanda !
I was gone for a while but it's good to see you back and well, buddy!
As always I'm enjoying AJO a lot.
This time I also wanted to try Cupro's Stones. And I found a "bug", from start the game throw an error about "resourcesFractionWhenDeconstructed" not intended in TerrainDef.
And indeed in \Defs\TerrainDefs\Terrain_FloorsStoneTile.xml at line 35 there is <resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>. Removing it "solve" the problem. Meaning the console doesn't throw errors anymore... I haven't even got to the point of generating a new world ;)
I haven't found this particular mod on your Github, otherwise I had directly made a PR, fpr such a tiny thing ;)
Thank you for your work o7
Quote from: Love on May 22, 2017, 01:18:40 AM
I've been having a heck of a time trying to find glowstone. For something so essential to have without power (light) it sure is rare. Lead and copper on the other hand have been abundant, partly because due to ruins having a chance to be built out of them.
Any chance of implementing windows into Powerless?
Quote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.
As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.
https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072
Quote from: cuproPanda on May 22, 2017, 07:03:37 PMQuote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.
As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.
https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072
Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.
Quote from: Love on May 22, 2017, 07:05:30 PMQuote from: cuproPanda on May 22, 2017, 07:03:37 PMQuote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.
As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.
https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072
Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.
Is there not a way you could have Cupro's Stones automatically exclude all the data you instruct to manually delete if it detects Stuffed Floors?
Tried to split off 1 of AJO_Perodyne11173 but there are only 0
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Thing:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:980)
Verse.ThingWithComps:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:304)
Verse.Thing:Ingested(Pawn, Single) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1207)
RimWorld.<FinalizeIngest>c__AnonStorey27E:<>m__104() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_Ingest.cs:439)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:237)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Quote from: cuproPanda on May 22, 2017, 07:38:41 PM
Minor update for Expanded Power changing the way defs are edited.
Minor update for Powerless tweaking glowstone spawn rates to be more prevalent.
Quote from: cuproPanda on May 22, 2017, 07:38:41 PMQuote from: Love on May 22, 2017, 07:05:30 PMQuote from: cuproPanda on May 22, 2017, 07:03:37 PMQuote from: Love on May 22, 2017, 06:27:24 PM
I'm crossing my fingers for improved glowstone rates today. Removing the fences would be nice too.
As an aside, I've been hearing talk of a new 'patch' method a lot of people are using, it might resolve compatibility problems between Cupro's Stones and Stuffed Floors. Also it should make it so you don't need to have separate versions of Zen Garden.
https://ludeon.com/forums/index.php?topic=16977.msg334072#msg334072
Yeah I've been using the patch system. I didn't even think of using it to replace my own defs, though! Stuffed floors/Stones isn't a compatability issue, stuffed floors does a lot of behind-the-scenes work to generate a submenu for the different materials - there's no way a patch could fix it. That said, I do recommend people use the mod once it's out. I'd add the functionality myself, but I don't like using other mods as dependencies.
Is there not a way you could have Cupro's Stones automatically exclude all the data you instruct to manually delete if it detects Stuffed Floors?
I should be able to remove my defs that way. I'll look into it; the patch system is brand new and I'm not familiar with it, but I believe I should be able to do that.
Quote from: faltonico on May 22, 2017, 07:43:56 PMCode SelectTried to split off 1 of AJO_Perodyne11173 but there are only 0
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Thing:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:980)
Verse.ThingWithComps:SplitOff(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:304)
Verse.Thing:Ingested(Pawn, Single) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1207)
RimWorld.<FinalizeIngest>c__AnonStorey27E:<>m__104() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_Ingest.cs:439)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:237)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
After taking 5 perodynes. The pawn got "wasted" but the last one didn't get consumed.
Repeated taking 5 with another pawn and it didn't happen again, the 5 units got consumed.
Quote from: Love on May 22, 2017, 07:45:41 PMQuote from: cuproPanda on May 22, 2017, 07:38:41 PM
Minor update for Expanded Power changing the way defs are edited.
Minor update for Powerless tweaking glowstone spawn rates to be more prevalent.
I'm a bit curious why you haven't removed fences yet. It bugs me in a weird way to have stuff in-game that I really shouldn't be using.
Quote from: Love on May 22, 2017, 07:47:57 PM
As an aside, all your micro-mods currently link to the Quarry post instead of their own posts.
Quote from: cuproPanda on May 22, 2017, 08:16:37 PMIt's stated twice that micro mods share the same post. I didn't want to make like 15+ posts when creating the topic. I guess I'll add a button on the main post to download the newest version, instead of having to view the posts each time.
Quote from: Love on May 22, 2017, 08:17:46 PMQuote from: cuproPanda on May 22, 2017, 08:16:37 PMIt's stated twice that micro mods share the same post. I didn't want to make like 15+ posts when creating the topic. I guess I'll add a button on the main post to download the newest version, instead of having to view the posts each time.
Oh jeez, you know I actually read that before and for some reason my brain didn't register what it meant.
Apologies.
Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Love on May 23, 2017, 11:36:02 AM
Got an error on a new game. Not sure why, it just happened out of nowhere.Code SelectException ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Exception ticking EXP_PlantTreeRubber45238: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.GenLocalDate.Season (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.get_GrowsThisSeason () [0x00000] in <filename unknown>:0
at RimWorld.PlantWithSecondary.TickLong () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
<thing Class="PlantWithSecondary">
<def>EXP_PlantTreeRubber</def>
<id>EXP_PlantTreeRubber45238</id>
<map>0</map>
<pos>(128, 0, 93)</pos>
<health>20</health>
<growth>0.5554373</growth>
<age>7255431</age>
<unlitTicks>20000</unlitTicks>
<secondaryGrowth>1.044409</secondaryGrowth>
</thing>
<thing Class="PlantWithSecondary">
<def>EXP_PlantTreeRubber</def>
<id>EXP_PlantTreeRubber45239</id>
<map>0</map>
<pos>(133, 0, 83)</pos>
<health>300</health>
<growth>0.453728</growth>
<age>1532240</age>
<unlitTicks>20000</unlitTicks>
<secondaryGrowth>0.8570314</secondaryGrowth>
</thing>
Quote from: Love on May 24, 2017, 05:27:55 AM
With some help from spdskatr from the modding discord I know what's happening now.
The tree is taking damage.
(https://cdn.discordapp.com/attachments/235909071805349888/316870186835902464/unknown.png)
When it destroys itself, it doesn't have a fallback. That's throwing the exception.
Quote from: cuproPanda on May 24, 2017, 10:50:04 AMSent you a PM with everything needed to reproduce the problem.
Love, I'm not able to reproduce this issue. I tried destroying the trees in a number of ways, triggering toxic fallout, boxing them indoors for days, etc. and I'm not getting any errors. The tree inherits from Plant, and gets destroyed in the same manner, so I don't know what you mean by it doesn't have a fallback. Are you using any other mods? Can you provide me with steps to reproduce this? It would be a big help to me later, since everything looks to be working as it should. I don't know why this issue is happening :(
Quote from: Love on May 24, 2017, 01:17:09 PM
Just had it happen again on a brand new game.
namespace RWC_Code {
[StaticConstructorOnStartup]
internal static class RWC_Initializer {
static RWC_Initializer() {
HarmonyInstance harmony = HarmonyInstance.Create("net.rainbeau.rimworld.mod.wildcultivation");
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPrefix"), null);
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), null, new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPostfix"));
LongEventHandler.QueueLongEvent(Setup, "LibraryStartup", false, null);
}
public static void Setup() {
ThingDef.Named("PlantWildCotton").plant.harvestedThingDef = ThingDefOf.PlantCotton.plant.harvestedThingDef;
ThingDef.Named("PlantWildCotton").plant.harvestYield = ThingDefOf.PlantCotton.plant.harvestYield;
ThingDef.Named("PlantWildDevilstrand").plant.harvestedThingDef = ThingDefOf.PlantDevilstrand.plant.harvestedThingDef;
ThingDef.Named("PlantWildDevilstrand").plant.harvestYield = ThingDefOf.PlantDevilstrand.plant.harvestYield;
}
}
[DefOf]
public static class ThingDefOf {
public static ThingDef PlantCotton;
public static ThingDef PlantDevilstrand;
public static ThingDef PlantPotato;
}
public static class Designator_ZoneAdd_Growing_RWC {
public static bool CanDesignateCellPrefix(ref float __state) {
__state = ThingDefOf.PlantPotato.plant.fertilityMin;
ThingDefOf.PlantPotato.plant.fertilityMin = 0.01f;
return true;
}
public static void CanDesignateCellPostfix(ref float __state) {
ThingDefOf.PlantPotato.plant.fertilityMin = __state;
}
}
}
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantAgave"]/plant</xpath>
<value>
<fertilitySensitivity>0.75</fertilitySensitivity>
<growDays>6</growDays>
<harvestYield>7</harvestYield>
<harvestWork>350</harvestWork>
<sowMinSkill>6</sowMinSkill>
<sowWork>450</sowWork>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<wildClusterSizeRange>
<min>3</min>
<max>5</max>
</wildClusterSizeRange>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
<reproduceMtbDays>2</reproduceMtbDays>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantTallGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
</value>
</Operation>
</Patch>
Quote from: ZackWake on May 24, 2017, 05:04:31 PM
I'm not sure if it's just me. But when I mine certain objects for CAL (Alloys) Like lead for some reason leaves behind a place holder. I can give the mod list and also give it a shot with that as the only mods if you need it.
Quote from: Love on May 24, 2017, 06:26:59 PM
I found the culprit, did a save with only Expanded Power and the suspected mod conflict. It's Wild Cultivation, available here: https://ludeon.com/forums/index.php?topic=32192.0
here is the entirety of the source code:Code Selectnamespace RWC_Code {
[StaticConstructorOnStartup]
internal static class RWC_Initializer {
static RWC_Initializer() {
HarmonyInstance harmony = HarmonyInstance.Create("net.rainbeau.rimworld.mod.wildcultivation");
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPrefix"), null);
harmony.Patch(AccessTools.Method(typeof(Designator_ZoneAdd_Growing), "CanDesignateCell"), null, new HarmonyMethod(typeof(Designator_ZoneAdd_Growing_RWC), "CanDesignateCellPostfix"));
LongEventHandler.QueueLongEvent(Setup, "LibraryStartup", false, null);
}
public static void Setup() {
ThingDef.Named("PlantWildCotton").plant.harvestedThingDef = ThingDefOf.PlantCotton.plant.harvestedThingDef;
ThingDef.Named("PlantWildCotton").plant.harvestYield = ThingDefOf.PlantCotton.plant.harvestYield;
ThingDef.Named("PlantWildDevilstrand").plant.harvestedThingDef = ThingDefOf.PlantDevilstrand.plant.harvestedThingDef;
ThingDef.Named("PlantWildDevilstrand").plant.harvestYield = ThingDefOf.PlantDevilstrand.plant.harvestYield;
}
}
[DefOf]
public static class ThingDefOf {
public static ThingDef PlantCotton;
public static ThingDef PlantDevilstrand;
public static ThingDef PlantPotato;
}
public static class Designator_ZoneAdd_Growing_RWC {
public static bool CanDesignateCellPrefix(ref float __state) {
__state = ThingDefOf.PlantPotato.plant.fertilityMin;
ThingDefOf.PlantPotato.plant.fertilityMin = 0.01f;
return true;
}
public static void CanDesignateCellPostfix(ref float __state) {
ThingDefOf.PlantPotato.plant.fertilityMin = __state;
}
}
}
It could also be the patch fileCode Select<Patch>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantAgave"]/plant</xpath>
<value>
<fertilitySensitivity>0.75</fertilitySensitivity>
<growDays>6</growDays>
<harvestYield>7</harvestYield>
<harvestWork>350</harvestWork>
<sowMinSkill>6</sowMinSkill>
<sowWork>450</sowWork>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<wildClusterSizeRange>
<min>3</min>
<max>5</max>
</wildClusterSizeRange>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
<reproduceMtbDays>2</reproduceMtbDays>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "PlantTallGrass"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
</sowTags>
</value>
</Operation>
</Patch>
Quote from: Djohaal on May 24, 2017, 10:03:41 PM
It'd be totally cool if you could put up the links for the A16 builds of the mods.
Quote from: AdamM88 on May 25, 2017, 06:45:24 PMNo. I don't like that steam forces users to use the newest version of mods because some changes may break saves. Plus, that's twice the work of uploading and checking comments
Hello!
Would you please upload this mod to Steam Workshop?
Quote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone :-\
Quote from: Love on May 25, 2017, 07:19:22 PMQuote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone :-\
Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.
If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.
Quote from: cuproPanda on May 25, 2017, 08:08:40 PM
There is still an issue with pawns facing the wrong direction when looking out a window, but the alternative is to detour the game's base code, something I'd rather not do. I'll look into setting the rotation manually, but I might resort to the detour.
Quote from: cuproPanda on May 25, 2017, 07:31:38 PMQuote from: Love on May 25, 2017, 07:19:22 PMQuote from: cuproPanda on May 25, 2017, 02:40:27 PM
I just realized all I did for Cupro's Stones was add names and colors, without changing descriptions or stats. Here I thought I spent some time editing the stats and balancing them, but I didn't. I'll spend my time tonight fixing that. Sorry for my laziness, everyone :-\
Honestly the main reason I haven't dipped my toe into the minor mods has a lot to do with the special instructions, like deleting certain directories if you use certain mods or patching one minor mod over another - makes it sort of a pain to update when necessary, and I have my updating process basically streamlined at this point.
If you could use the new patching system to make those hurdles unnecessary I'd super appreciate it.
They either already do or they will in the next update. I added patches sometime last night, but I don't remember if it was before or after the release. I'm almost done with today's stuff, and then the mods are done!
Quote from: Love on May 25, 2017, 08:18:08 PM
Cupro's Stones still lists this as an instruction: "If using Fluffy's Stuffed Floors or a similar mod, delete this mod's DesignationCategoryDefs folder and TerrainDefs folder."
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?
Quote from: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.
Quote from: cuproPanda on May 26, 2017, 01:23:54 PMQuote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?
I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.
Quote from: cuproPanda on May 26, 2017, 01:23:54 PMQuote from: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.
Because they cost more resources? I don't understand why beds don't cost cloth to begin with, so I either play with Telkir's mods or edit the def manually. This is something I could do using the new ModSettings and Patch features, though. What I'm thinking is I'll have settings to choose between hide beds being better than vanilla, or making vanilla beds cost cloth if they don't already(mod change).
At the very least the beds could be equal to vanilla, but with more beauty.
Quote from: Love on May 26, 2017, 01:30:38 PMQuote from: cuproPanda on May 26, 2017, 01:23:54 PMQuote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?
I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.
How many of them were mountainous maps? If it doesn't spawn exposed on a mountainous map, good luck finding it... Why make it so rare? Light is pretty important.
Quote from: Love on May 26, 2017, 03:49:12 PM
Sure, I understand that, but given Powerless makes it much harder to get electricity lighting going, not really being able to light my central rooms that don't really have window access is really a pain.
Quote from: pasghetti on May 26, 2017, 09:20:31 PM
do you think you can make an a16 version for expanded power?
Quote from: cuproPanda on May 26, 2017, 11:55:41 PMoh, rip
Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
Quote from: pasghetti on May 27, 2017, 08:07:54 PMQuote from: cuproPanda on May 26, 2017, 11:55:41 PMoh, rip
Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
if you have any spare time, do you think you can
Quote from: cuproPanda on May 27, 2017, 08:09:48 PMNo promises, but I'll try. I am rather busy, but if I have some free time I'll do what I can.
Quote from: Darkmark8910 on May 28, 2017, 03:05:12 PM
Hey Cupro, can I ask a super-dumb question? I've been playing with your mods since... Lord, A11 or A12? It feels like it's been awhile!
Where'd you find an A17 More Furniture download? I've been looking all over to no avail, outside of Steam (I play off Steam though b/c Steam Workshop can wreck Rimworld saves way too easily).
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.
Quote
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?
Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Quote from: craus on May 28, 2017, 11:14:14 PM
Pls add work amount to <label>smoke meat (6)</label> and <label>smoke meat (3)</label> and <label>smoke meat (1)</label>.
Quote from: GrumpyProgrammer on May 28, 2017, 10:55:53 PMQuote from: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.
Sweet! Thanks a bunch, cuproPanda!Quote
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?
Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Hmm. Do you plan to make both operations happen on the same workbench? It might be interesting to have breaking glowstone down into smaller bits (ie Glowstone Chunks -> Glowstone Crystals (?) -> Glowstone Dust) happen at the Stonecutter's table, but going in the opposite direction would need to be done at a smithy (you're effectively melting the glowstone back into a larger form). That may be too fiddly for dubious benefit, though.
Glowing floor tiles would be neat. Would it be possible to make glowstone sculptures out of Chunks? It might be cool to have a statue that is also a light source, but I don't know if this is practical.
Maybe have some glowstone crystal chandeliers? Lighting objects that go on roofs and perhaps provide some beauty?
Quote from: cuproPanda on May 28, 2017, 09:59:29 PMWhat do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?
Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Quote from: Canute on May 29, 2017, 03:37:50 AMQuote from: cuproPanda on May 28, 2017, 09:59:29 PMWhat do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?
Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Large glowstones are results from mining.
Quote from: Canute on May 29, 2017, 03:37:50 AMQuote from: cuproPanda on May 28, 2017, 09:59:29 PMWhat do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?
Thoughts? Suggestions? I'm interested to hear how it might be improved :)
Large glowstones are results from mining.
Quote from: Love on May 29, 2017, 08:30:55 AM
Could you make schist a far more rare map spawn? It is very unpleasant to look at.
Quote from: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.
Quote from: GrumpyProgrammer on May 29, 2017, 05:19:52 PMQuote from: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.
Ha ha! Nice work, cuproPanda! That was quite quick.
Quote from: TA1980 on May 29, 2017, 05:58:54 PM
Hello cuproPanda,
my spectago sprites are missing...could there be a mod load order issue?
Quote from: Several Puffins on May 29, 2017, 10:18:37 PM
Hi CuproPanda!
I am delighted to see these mods back for A17! I really have to say that AJO and Zen Garden are two of my favourites, they both just make the colony feel more rich and alive. Before AJO the only way of improving on the pool & chess table rec room was making them gold!
Great work. GracieRocket, who I basically make all my mods for, will be especially delighted that this is back!
Quote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.
Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.
Quote from: cuproPanda on May 30, 2017, 03:23:58 PMQuote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.
Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.
Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)
Quote from: Pope on May 30, 2017, 03:47:32 PMQuote from: cuproPanda on May 30, 2017, 03:23:58 PMQuote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.
Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.
Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)
All drink Crafting Spot recepies have same "Requtes 1 empty crate". Hmm i can't see any recepie for the 1 empty crate. Any known blocking or overwriting by other mods ?
Quote from: Pope on May 30, 2017, 04:01:13 PM
Thanks !
Could you leave a hint for new mod users where to create it in the Post of yours?
Quote from: cuproPanda on May 30, 2017, 11:16:30 PM
Updated Powerless adding new glowstone features, including chandeliers and floor lighting. Windows were removed, because I can't solve the flickering issue. Make sure not to update if you are using windows, or at least remove any existing ones.
Quote from: Love on May 30, 2017, 11:19:12 PMQuote from: cuproPanda on May 30, 2017, 11:16:30 PM
Updated Powerless adding new glowstone features, including chandeliers and floor lighting. Windows were removed, because I can't solve the flickering issue. Make sure not to update if you are using windows, or at least remove any existing ones.
...why can't we just use them with the flickering?
Windows are mega-important to me, please do not remove them.
Quote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.
https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4
Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...
I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.
Quote from: cuproPanda on May 31, 2017, 12:34:31 AMQuote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.
https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4
Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...
I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.
It took a while for it to show up for me, but then it stayed. I'll add the addon to the main post, that way there's not an issue if/when Powerless gets an update. I'm not dropping the windows completely, I just need to get the issue figured out, then they'll be back.
Quote from: Love on May 31, 2017, 12:36:57 AMQuote from: cuproPanda on May 31, 2017, 12:34:31 AMQuote from: Love on May 31, 2017, 12:26:09 AM
I took the windows and put them into an addon. I didn't want to get rid of the Powerless prefix/namespace/etc to preserve save compatibility. I adapted the fused quartz patch to detect Expanded Power and change its own cost, rather than having Expanded Power need to patch it.
https://mega.nz/#!RUowiZaS!IofneQ0SQ4L_CMnWX-J5ppumIYg2SIQuyBLQwVQ30K4
Still very unhappy with the decision as windows were the reason I started using the suite in the first place way back in A14, but what can ya do...
I'd try and fix it myself if I could replicate the issue, but I've never had any flicker.
It took a while for it to show up for me, but then it stayed. I'll add the addon to the main post, that way there's not an issue if/when Powerless gets an update. I'm not dropping the windows completely, I just need to get the issue figured out, then they'll be back.
How do you replicate it?
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.TypeLoadException: Could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
at Verse.PatchOperationSequence.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()
Quote from: Hydromancerx on June 05, 2017, 02:38:19 AM
Will Core and/or Dwarven Items mods be converted for A17?
I really liked the rain barrels as well as the mud bricks.
Quote from: Ashardalon411 on June 05, 2017, 05:56:00 AM
Hello ! Ty for your mods, especially quarry and expanded power, electricity mods are for now very rare on this A17. ;)
But i can't see the utilities for the cupro's allows, of course i suppose they can be used for build metal things, like table, doors and walls, but why choose them than a vanilla metal or same cupro's stones ? How are them special for choose them ? Does they have specific builds with them which make them usefull ?
(https://s6.postimg.org/vvxp01q35/glowstone.png) | Smoked up some charcoal, built a forge (and bellows), mined a bunch of glowstone, forged them into glowstone tiles, and set up some guest quarters. Thanks for this, it was entertaining to do |
Quote from: AngleWyrm on June 05, 2017, 04:24:38 PM
(https://s6.postimg.org/vvxp01q35/glowstone.png) Smoked up some charcoal, built a forge (and bellows), mined a bunch of glowstone, forged them into glowstone tiles, and set up some guest quarters.
Thanks for this, it was entertaining to do
Quote from: cuproPanda on June 07, 2017, 04:16:36 AM
Quarry has limited lifespan (2,000 operations)
Quarry spawns quarried ground, which cannot support another quarry
Quote from: Ashardalon411 on June 07, 2017, 06:51:07 AMQuote from: cuproPanda on June 07, 2017, 04:16:36 AM
Quarry has limited lifespan (2,000 operations)
Quarry spawns quarried ground, which cannot support another quarry
Aouch, my eyes bleed ! its the vanilla quarry of banished, now...
Also 2000 opérations means 2000 ressources max ? if yes its few for the late game you know ? Especially if you need to replace them again and again.
The rest is really so nice !
Quote from: AngleWyrm on June 08, 2017, 01:18:48 AMhum, this ratio means 1200 steel for 60 bots in three day, a big colony like that burn a more steel than that
I did a test run with an initial colony of five guys, had all five of them do quarry. It took about three days of continuous work (with 8 hours of work/day scheduled) for the five of them to get 100 steel.
Quote from: AngleWyrm on June 08, 2017, 01:18:48 AM
I did a test run with an initial colony of five guys, had all five of them do quarry. It took about three days of continuous work (with 8 hours of work/day scheduled) for the five of them to get 100 steel.
Quote from: Hydromancerx on June 08, 2017, 04:15:21 AM
Is Plumchalcum a real alloy? All i could find for a Copper-Lead alloy was Molybdochalkos (https://en.wikipedia.org/wiki/Molybdochalkos)
Quote from: Spiders Everywhere on June 08, 2017, 08:55:00 PM
Just noticed the chandeliers in AJO have no research requirements in a tribal start. Probably they should require electricity.
Quote from: faltonico on June 10, 2017, 02:25:45 PM
Hi there Cupro!
Could you please explain to me the "commonality" tag?
If I add more mine-able resources to a map via mod, will the number of veins from the base game be reduced? eg, if the map was supposed to have 9 veins of steel and 1 of plasteel, if i add another resource with 20 commonality, that means i would get in the end 7 steel, 1 plasteel and 2 of the new resource?
I'd really appreciate your help! that bit has always bothered me.
Quote from: Kolijar on June 10, 2017, 07:51:13 PM
Hey Cupro, I really dig your quarry mod, but when it comes to editing stuff like def's I'm a noob. After accessing the Def files, what exactly does changing the numbers do? -Also a side note, in my quarry on my current save file, all my miners consistantly get a red "Failure flash" when they complete an operation. What's going on there?
Quote from: Mikuno on June 11, 2017, 12:13:58 AM
Hello. I there may be a bug with the latest version of quarry. While mining for resources, my miners always get chunks, I tried setting the chance lower, but still pulling out only chunks. And mining for stone blocks always fails. I am running several other mods, but the quarry was working as intended in 17.20 minus the settings not sticking. I also started a new run after updating.
Great mod tho, I like to play on flat terrains and your mod makes it viable.
Quote from: Kolijar on June 11, 2017, 11:44:32 AM
My colonists are still failing whenever they try to mine resources 100% of the time.
Quote from: AngleWyrm on June 11, 2017, 12:46:38 PMQuote from: Kolijar on June 11, 2017, 11:44:32 AM
My colonists are still failing whenever they try to mine resources 100% of the time.
Same here.
I've tried adjusting the mod option slider for pctJunk down to it's minimum value of 10% and up to it's maximum value of 90%, and it doesn't seem to have any impact on the failure rate of working in the quarry.
Exception ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]
Quote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...Code SelectException ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]
Quote from: coldcell on June 12, 2017, 08:44:30 AM
I really like the idea behind Quarry since it lets me play on flat maps without feeling like missing out of stone resources.
But you mentioned that minable items aren't anything expensive. What does it mean? No plasteel/gold?
Quote from: cuproPanda on June 12, 2017, 12:30:09 PMQuote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...Code SelectException ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]
Try uninstalling and reinstalling the chandelier. I changed the code to not cause errors for other people, it just needs to be updated by reinstalling the chandelier
Quote from: Tenshi~Akari on June 12, 2017, 06:02:32 PMQuote from: cuproPanda on June 12, 2017, 12:30:09 PMQuote from: Tenshi~Akari on June 12, 2017, 08:24:20 AM
I have the most recent update to AJO, but since then I've been having problems with random bits of very short performance hiccups/lag. Enabled dev mode and found an exception tick bug concerning it and the vanilla 3x3 chandelier...Code SelectException ticking ChanPart_3x3_Support1018144: System.NullReferenceException: Object reference not set to an instance of an object
at AdditionalJoyObjects.CompHanger.CompTickRare () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
at AdditionalJoyObjects.Building_Chandelier.TickRare () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
[\code]
Try uninstalling and reinstalling the chandelier. I changed the code to not cause errors for other people, it just needs to be updated by reinstalling the chandelier
Tried that, but the error seems to keep coming up whenever I place any of the chandelier sizes in any sort of large room...? Wasn't happening before.
Quote from: cuproPanda on May 06, 2017, 05:30:27 PM
Quarry platform:
A platform quarry workers will haul resources to.
Must be placed next to a quarry, preferably near the ladders.
Quarries can be linked to only one or two platforms.
Quote from: AngleWyrm on June 13, 2017, 05:49:00 PMQuote from: cuproPanda on May 06, 2017, 05:30:27 PM
Quarry platform:
A platform quarry workers will haul resources to.
Must be placed next to a quarry, preferably near the ladders.
Quarries can be linked to only one or two platforms.
What is the difference between a quarry platform and a stockpile zone?
Is there some advantage to quarry platforms that make them worth building instead of zoning an area nearby?
Quote from: Canute on June 17, 2017, 05:42:56 AM
At the drug policy settings you can setup to use some drugs when the mood is below x.
Quotewhen they are feeling down?feeling down is for me mood.
Quote from: Canute on June 17, 2017, 08:08:17 AM
You ask:Quotewhen they are feeling down?feeling down is for me mood.
You can setup that the pawns use drugs when their mood are very low. I let them use beer/joints when they are below 35% (major is 33%) once a day, and joy doesn't matter.
Does i misunderstand you again ?
Quote from: Canute on June 17, 2017, 09:20:30 AM
Should i be angry now for beeing called a troll ?
You said i don't misunderstand you, so where is the problem ?
Quote from: br1zz on June 17, 2017, 01:58:23 AM
really loving your mods !
i found a possible bug with your window mod, it emits a small amount of light even at night when its completely dark outside. the area next to the window on both sides is lit (50%) then. is that intended ?
Quote from: cuproPanda on June 17, 2017, 01:23:12 PM
The sodas are not listed in the drugs category because if they were, teetotalers would refuse to drink them. The alcoholic drinks are there, and the coffee and Thrumbo Energy are there, but regular sodas aren't for that reason. I would like to be able to allow certain thresholds for when to drink them, but I can't use the drug policies. In a future update I can rework the joy giver for drinks to only drink them if below a certain joy level, which will be set in the mod settings.
Quote from: Canute on June 17, 2017, 10:17:00 AM
Sorry for the trouble.
Why you made it that complicate, you see these products arn't at the drug policy because they are just food, even when there are hard alcohol.
Why you just don't ask cuproPanda to made it possible to add them as drugs and not as food only ?
Quote from: shadowstitch on June 18, 2017, 02:40:53 AM
Oh man, I skipped out on a17 for a few weeks to let the mod scene simmer, and boy am I glad I did. I'm SO HAPPY to see the cupro mods come back again! Thank you, thank you, thank you!
I'm definitely in the "Bring water back" camp. I miss wells and sinks and rainbarrels and bottled water; with the new river system, it seems like this functionality would be even MORE versatile and valuable.
I see some of the Corepanda stuff being implemented elsewhere, but I'd love to see the Cupro furniture make a comeback. I've been using surrogate mods, when available, for the stuff I can't live without, but I still miss the Cupro originals like the single-person table and the universal rack.
Quote from: wwWraith on June 18, 2017, 05:58:52 PM
Regarding water system: personally I don't use Drinks, but I liked your sinks in A14 :) Dub's Hygiene is too complicated for my needs. There are also many other potential uses for water. For example, I tried to make myself a little mod adding fountain like a cooler that could be used without outdoor space needed. It worked, but actually it worked even without fueling with water :D Probably it's not a task to make by pure XML means, and I don't want to learn C# yet. So I hope you'll bring a good water system back, but not hard linked to drinks.
Quote from: Randonx on June 18, 2017, 09:14:04 PM
Cupro, do you have changelogs anywhere for any of your mods?
Quote from: cuproPanda on June 18, 2017, 03:12:38 PM
CorePanda will return in A18, but there will only be shared code. The tables are available in Powerless, and the universal racks are just the standard vanilla racks now. The sinks were way too buggy, and any implementation I do would just be a replication of the ones found in Dub's Hygiene.
Quote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?
Quote from: Canute on June 19, 2017, 10:54:39 AM
At the 1. posting click on
"Source Files: Constantly up-to-date source files on GitHub."
There you should find the downloads.
Quote from: cuproPanda on June 19, 2017, 12:11:19 PMQuote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?
I discarded the dirt/clay/sand/gravel resources as they were troublesome to get and didn't have a lot of uses, but the sand would fit perfectly into the windows mod. The production tab gets to be too crowded, so I won't add the quern, I'll just make a recipe at the stonecutting table.
Quote from: SpaceDorf on June 19, 2017, 01:54:31 PMQuote from: cuproPanda on June 19, 2017, 12:11:19 PMQuote from: shadowstitch on June 19, 2017, 05:18:35 AM
Any chance we'll see a return of your "sand" resource? I.E., Digging it up from sandy spots or creating it with a quern/stone cutting table, then using it to craft glass for windows/lights at a furnace/smelter (or just replace steel for making defensive sandbags)?
I discarded the dirt/clay/sand/gravel resources as they were troublesome to get and didn't have a lot of uses, but the sand would fit perfectly into the windows mod. The production tab gets to be too crowded, so I won't add the quern, I'll just make a recipe at the stonecutting table.
@cuproPanda : Have you checked out Rainbeau Flambe's Fertile Fields Mod ? It creates all the ressources and is allready compatible to Vegetable Garden.
And a question about the Quarry : What are the rules of placing it ? I have no spot on my map to place a quarry which is in walking distance to my colony.
Quote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)
Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.
Quote from: cuproPanda on June 25, 2017, 04:54:36 AMQuote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)
Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.
But wouldn't a normal stockpile work, considering the outdoors stockpile has a higher priority?
Quote from: BlackSmokeDMax on June 25, 2017, 05:35:05 AMQuote from: cuproPanda on June 25, 2017, 04:54:36 AMQuote from: BlackSmokeDMax on June 25, 2017, 02:51:16 AM
Hi Cupro, really loving the new preset zone filter mod. (once I figured out I had to "allow fresh" due to another mod I'm using!)
Was wondering if you'd consider adding one more preset to your mod. One for a low priority "inside goods" zone. Kind of the opposite of your "outside" preset. Basically all the stuff that can deteriorate without the outside stuff, and maybe without food as well, seeing as those already have great presets ready to use. Think it would be most useful in early game, but being low priority, it wouldn't be bad to have sitting around as an overflow if necessary.
But wouldn't a normal stockpile work, considering the outdoors stockpile has a higher priority?
For the most part, yes. I just don't like when they start bringing overflow of outside goods indoors, before I notice it and enlarge or copy the outside pile.
Quote from: Mufflamingo on June 27, 2017, 05:29:51 AM
Uhhh. . . does your POWERLESS mod adds standalone weapons to the game? Because when I installed POWERLESS, I can choose 2 steel knives, 2 steel spears, 2 steel gladius etc. when I start a new game. (Via Prepare carefully) and when I uninstalled POWERLESS the new weapons were gone.
My problem is I have Combat Extended on, and if POWERLESS adds those new weapons to the game I think CE wont be able to override the stats and weapon mechanics. (I don't know what I'm talking about. Lol)
Quote from: CosmicDan on June 27, 2017, 03:19:22 PM
Hey cuproPanda,
I'm wondering if you have time to answer my question. I'm making an integration/compatibility patch designed for a modpack and in going through your Powerless! mod (awesome stuff btw), I've noticed that you redefine a lot of base classes instead of patching. Is there a specific reason for this (or have I noobed-it-up and misunderstood the effect)? Or should these ideally be migrated to new patches?
I asked about XML inheritance/load order referencing your mod in a new thread here (https://ludeon.com/forums/index.php?topic=34067.0), just in case you're not around - would be great if you could check it out to get a better explanation.
EDIT: I just read your last post, I guess this is the reason (for the weapons at least) or related? If so, what about all the other stuff like PlantFoodRawBase? I don't quite understand why your crops need to inherit an overridden abstract. The only thing it seems you want to do is remove the food poisoning from your crops, but could you not have just written a new abstract which redefines the properties you want to change instead? Or are these Def's from a time where it wasn't possible for Abstract to inherit from another Abstract or something?
Quote from: cuproPanda on June 27, 2017, 03:33:00 PMQuote from: CosmicDan on June 27, 2017, 03:19:22 PM
Hey cuproPanda,
I'm wondering if you have time to answer my question. I'm making an integration/compatibility patch designed for a modpack and in going through your Powerless! mod (awesome stuff btw), I've noticed that you redefine a lot of base classes instead of patching. Is there a specific reason for this (or have I noobed-it-up and misunderstood the effect)? Or should these ideally be migrated to new patches?
I asked about XML inheritance/load order referencing your mod in a new thread here (https://ludeon.com/forums/index.php?topic=34067.0), just in case you're not around - would be great if you could check it out to get a better explanation.
EDIT: I just read your last post, I guess this is the reason (for the weapons at least) or related? If so, what about all the other stuff like PlantFoodRawBase? I don't quite understand why your crops need to inherit an overridden abstract. The only thing it seems you want to do is remove the food poisoning from your crops, but could you not have just written a new abstract which redefines the properties you want to change instead? Or are these Def's from a time where it wasn't possible for Abstract to inherit from another Abstract or something?
Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
Quote from: cuproPanda on June 27, 2017, 03:33:00 PMSo I'm pretty sure it was changed. I made some mini XML mods for myself just fetching bases from the core defs without copying them even in A16. And sometimes I just commented the sections that redefined the bases in other people's mods when some other mod redefined them for a good reason. And all worked fine.
Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
Quote from: wwWraith on June 27, 2017, 04:10:17 PMQuote from: cuproPanda on June 27, 2017, 03:33:00 PMSo I'm pretty sure it was changed. I made some mini XML mods for myself just fetching bases from the core defs without copying them even in A16. And sometimes I just commented the sections that redefined the bases in other people's mods when some other mod redefined them for a good reason. And all worked fine.
Unless it has changed in the newest alpha, all mods need to put the bases into their defs. We can't just fetch the ones from the core defs
Quote from: cuproPanda on June 27, 2017, 04:09:21 PM
If this is the case, I need to go through and remove a bunch of stuff, and make sure to change the base names of the ones I need. Thank you for letting me know, I have a lot of changes to make :)
Quote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.
Quote from: CosmicDan on June 28, 2017, 07:12:20 AMQuarry version 17.21 (https://github.com/cuproPanda/QRY/releases/tag/17.21) (this commit) (https://github.com/cuproPanda/QRY/commit/521f2cb1aee5c9b6e7fc23b4c60be7483660c94f) was the last release that had xml modding of mineable resources.
So you not only want to ignore inheritance but you also want to play policeman on other people's modding?
Quote from: CosmicDan on June 28, 2017, 07:12:20 AMQuote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.
So you not only want to ignore inheritance but you also want to play policeman on other people's modding? People can still just change everything with patches since they're loaded last, all you're doing is introducing unexpected behavior and making more work for yourself.
The stupid crap that other people do in modding isn't your concern - if anybody completely overrides base classes then they should be shamed for it. It's just completely unnecessary and causes more issues than it solves.
But suit yourself, who am I to complain - your mods are still good. Just don't be surprised when this bites you in the butt with someone raging about how long it took for them to narrow down a compatibility bug that was caused by it!
Quote from: cuproPanda on June 29, 2017, 03:27:16 AMQuote from: CosmicDan on June 28, 2017, 07:12:20 AMQuote from: cuproPanda on June 28, 2017, 01:44:58 AM
It seems like the best bet is to keep the bases as they are. If a mod loaded before mine changes a base - like BuildingBase - and I simply inherit the same base, I inherit the changes the previous relevant mod made. If, however, I redefine the base as it looks in the Core defs, I not only get the base I was expecting, but I also reset the base for future mods.
So you not only want to ignore inheritance but you also want to play policeman on other people's modding? People can still just change everything with patches since they're loaded last, all you're doing is introducing unexpected behavior and making more work for yourself.
The stupid crap that other people do in modding isn't your concern - if anybody completely overrides base classes then they should be shamed for it. It's just completely unnecessary and causes more issues than it solves.
But suit yourself, who am I to complain - your mods are still good. Just don't be surprised when this bites you in the butt with someone raging about how long it took for them to narrow down a compatibility bug that was caused by it!
I'm trying to remove issues other mods will cause with my mods. I'm the one who has to hear it from people when they find an issue with one of my mods. If the issue is caused by a different mod changing the defs in unexpected ways, how am I supposed to fix the problem? If a user is having an issue with one of my mods, I go looking for the problem both in my code and in my modded playthrough. If I'm not using the mod in question, I'll never see the issue, which means I'll never be able to fix it. So yes, stupid crap other people do is a little bit my concern, because that stupid crap has a direct impact on my mods. It's not like I'm doing anything harmful - I'm getting the bases as I expect them to be in order for my mods to work the way they should. This is how all mods used to operate, and how quite a few still do.
Quote from: cuproPanda on June 29, 2017, 03:27:16 AM
I'm the one who has to hear it from people when they find an issue
Quote from: cuproPanda on June 29, 2017, 02:00:16 PM
I had every intention of renaming my defs. Instead of redefining BuildingBase, for example, I was going to change it to QuarryBuildingBase, etc. That way, I got the base I was expecting without affecting other mods.
Quote from: Rimrue on July 02, 2017, 04:34:26 PM
Hey, Cupro, wasn't sure where to put this. After installing your new Pawns Play Together mod my pawns all became joy deprived and started having mental breaks. I didn't get any errors, so don't know what the conflict was. But it seems pawns with passions ceased getting joy from their work. I got several mental breaks before I uninstalled the mod and their joy levels returned to normal. :/
Quote from: damngrl on July 03, 2017, 02:01:17 AM
Cupro is this suppose to be like that? Because Coffee Shrubs DON'T drop anything when harvested. I just hear "tree cutting" sound and nothing. Shrub turn into smaller form. I get no error.
-Def-
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at PawnsPlayTogether.JoyGiver_JoinIn.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Hospitality.JobGiver_Relax.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Could not reserve Thing_AJO_SpectagoTea373467/ for Ali doing job Ingest A=Thing_AJO_SpectagoTea373467(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Min doing job Ingest A=Thing_AJO_SpectagoTea373467(curToil=4)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
RimWorld.JobDriver_Ingest:<ReserveFoodIfWillIngestWholeStack>m__E6()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Sefiriot on July 05, 2017, 01:43:18 PM
Caught some errors from the mods AJO and Pawns Play Together, seems one or the other might not play well with Hospitality, since it popped up when I had a trade caravan visit.Code Select
log
Quote from: SpaceDorf on July 08, 2017, 01:09:15 PM
I have a QoL and Logic matter to report concerning the stockpile categories of your drinks mod.
I would prefer if coffee beans and frass root were moved into the "plant matter" bit of the raw ressources.
For one it just make sense, and as second I can then use skullywag's food baskets to store them like my other foods.
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>1557</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>EdBPrepareCarefully</li>
<li>AlienRaces-2.1.5</li>
<li>Apini A17</li>
<li>Orassan (A17)</li>
<li>CyberneticStorm</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>RBSE - Lite Edition 1.7</li>
<li>A_Dog_Said-A17</li>
<li>OrassanADSAddon</li>
<li>Apini A17 Apitech</li>
<li>MiningCo. AlertSpeaker</li>
<li>MiningCo. ForceField</li>
<li>MiningCo. LaserFence</li>
<li>MiningCo. MiningHelmet</li>
<li>MiningCo. MMS</li>
<li>MiningCo. PowerFist</li>
<li>MiningCo. SpotlightTurret</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Miscellaneous_Objects</li>
<li>PackedLunch</li>
<li>PawnsPlayPoker [A17]</li>
<li>POW-17.29</li>
<li>PowerSwitch</li>
<li>Pygmy-Muffalos-1.1.1543</li>
<li>QRY-17.38</li>
<li>QualityBuilder</li>
<li>QualitySurgeon</li>
<li>RazzleDazzleA17</li>
<li>ReconAndDiscovery</li>
<li>RemoteExplosives</li>
<li>ReplacementOrganCrafting</li>
<li>RF - Wild Cultivation</li>
<li>RF - Smooth Stone Walls</li>
<li>RF - Fertile Fields</li>
<li>RF - Concrete</li>
<li>RF - Basic Bridges</li>
<li>DESurgeries</li>
<li>Bones Mod</li>
<li>BionicReplacementsCrafting</li>
<li>Alpha Muffalo A17</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>T-ExpandedCloth</li>
<li>T-ExpandedCrops</li>
<li>T-MiscStuff</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>T-RawCropThoughts</li>
<li>Temperature Control</li>
<li>TilledSoil</li>
<li>TradingSpot</li>
<li>Training Rack</li>
<li>Trap Defence A17</li>
<li>Travel-Rations--MREs-1.1</li>
<li>Turret Collection</li>
<li>Vegetable Garden 5.4</li>
<li>WIN-17.04</li>
<li>ZEN-17.11</li>
<li>TropiCKAPP</li>
<li>TribalEssentialsModPack</li>
<li>Surgery Kit</li>
<li>SupportBeams</li>
<li>STN-17.23</li>
<li>Spoons Hair Mod -A17</li>
<li>Soylent Production</li>
<li>sns</li>
<li>Smoked-Meat-2.0</li>
<li>Single Royal A17</li>
<li>SimpleSidearms-1.2.0</li>
<li>RW-ExtendedTraits-master</li>
<li>RumoursAndDeceptionA17</li>
<li>RT's Weapon Pack</li>
<li>RoofSupport A17</li>
<li>Romance Diversified A17</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>Rimworld-ButcherMoodFix-1.0</li>
<li>Rimsenal_Hair</li>
<li>Rimsenal_Vanilla</li>
<li>Rimfire 2.3</li>
<li>Rim.AcEnhancedCrafting</li>
<li>Rim Disorders A17</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>ReclaimFabric-ReclaimFabric1.9</li>
<li>Psychology</li>
<li>PathAvoid</li>
<li>Panacea-0.17.1.0</li>
<li>OHU-Dropships-1.31</li>
<li>NeurotrainerCrafting</li>
<li>Nandonalt - Set-up Camp</li>
<li>More Vanilla Turrets</li>
<li>ModularPowerArmor-1.0.17b.0.0</li>
<li>Mod Medicine Patch</li>
<li>MIRV Artillery</li>
<li>Miniaturisation</li>
<li>Mending</li>
<li>Medieval Times (v. 1.70.A17b)</li>
<li>MedicineKitCrafting</li>
<li>MedicalTab</li>
<li>Mannable Turrents</li>
<li>Mamuffalo V1.04 A17</li>
<li>MadSkills-A17-2.0.1</li>
<li>LT-DoorMat_1.0.7</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>Kitchen-Counter-0.17</li>
<li>ImprovedWorkbenches</li>
<li>Hospitality</li>
<li>High Caliber</li>
<li>GrillTech A17</li>
<li>GlitterTech</li>
<li>Glass&Lights</li>
<li>GaussWeapons-GaussWeapons1.7</li>
<li>Furnace</li>
<li>FishIndustry</li>
<li>Fireplace Mod V1.9b A17</li>
<li>ExtendedFabrics-ExtendedFabrics1.5</li>
<li>Extended Turrets Mod</li>
<li>Enlighten</li>
<li>Electric Wall Torch Mod V1.0</li>
<li>ED-Embrasures</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-OmniGel</li>
<li>ED-ShieldsBasic</li>
<li>DyeVat</li>
<li>Dubs Bad Hygiene</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Dubs Skylight</li>
<li>Diesel_Generator</li>
<li>Cyclone_Wire</li>
<li>CTS</li>
<li>CPD-17.30p</li>
<li>ColonyManager</li>
<li>Clutter Structure</li>
<li>Clutter Laser Rifle</li>
<li>Clutter Hands</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>CaveworldFlora</li>
<li>CaveBiome</li>
<li>Blueprints</li>
<li>BetterVents-BetterVents1.4</li>
<li>BetterPawnControl</li>
<li>BetterCoolers-BetterCoolers1.4</li>
<li>Barn Stall A17</li>
<li>Armor Crafting</li>
<li>Animal Feed Trough A17</li>
<li>Ancient Asian Weapons</li>
<li>AllowTool</li>
<li>AJO-17.11</li>
<li>Agriculture</li>
<li>20th Century Weapons Mod</li>
<li>TechAdvancing</li>
<li>Weapon Crafting</li>
<li>BirdsAndBees</li>
<li>CyberneticStorm&EPOECompat</li>
<li>Wall_Torch A17</li>
<li>Industrialisation</li>
<li>EXP-17.19</li>
<li>CAL-17.08</li>
<li>Industrial-Drill-Rig-Stuffified-Edition</li>
<li>ExtendedStorage-ExtendedStorage2.1</li>
<li>ResearchPal</li>
<li>ArchitectSense</li>
<li>StuffedFloors</li>
<li>Stuffified-Construction</li>
<li>StackMerger</li>
</activeMods>
</ModsConfigData>
Quote from: cuproPanda on July 08, 2017, 08:08:27 PM
Updated :)
Quote from: rditto48801 on July 08, 2017, 08:45:16 PM
After taking a long break from Rimworld (last played A13), I dove back in with a bunch of old favorite mods, and a few new mods, such as the ones from this thread.
However, I have run into an odd issue.
None of the metals/alloys from Expanded Power and Cupro's Alloys are haulable, they are simply not listed in the stockpile at all.
Which means trying to manually haul them has the tooltip saying there is noplace to take it to.
Items from your other mods, like glowstone and charcoal from Powerless, do show up just fine in stockpile lists, and get hauled just fine.
The end result, I got a bit of copper, aluminum and lead that just gets dropped where it is mined. The pawns ignore it unless it is needed for crafting or constructing stuff.
I have tried changing mod load order, deleting all stockpile/deconstructing all storage items after changing mod load orders and replacing them, etc, to no affect. The only real result is breaking my save in general when trying to remove possible conflicting mods.
While I am no modding expert, I do know a little about modding in Rimworld (at least as far as editing def files to a limited extent), and poked through the files, and I noticed one thing that stuck out.
Unlike the items from Powerless that can be hauled, those from Expanded Power and Cupro's Alloys lack lines for things like stackLimit and Tradeability.
A lesser issue (probably not related), is that copper has a beauty value listed for the stack itself (even silver has a default -4, so it seems a little odd that copper should be any different)
In the stockpile, under the 'metal alloy' tab, only Plasteel and Steel are shown.
Metals from other mods (like Industrialization) are showing up in the stockpile under raw resources. (the only 'copper' listed in the stockpile is from Industrialization)
For one 'test', I made a stockpile right under some of the copper that was just laying there, and manually set the stockpile for everything. All green checks. My pawns didn't bother moving any of the copper at all, and quickly moved items to the stockpile, putting them 'on' the stacks of copper. They seem to usually remove 'unaccepted' items from stockpiles not set to accept them.
I tracked down a rubbertree, and harvested it, and I could manually haul the rubber to the test stockpile. (raw rubber does have 'stackLimit' in its def, unlike the metals)
Aside from the stackLimit thing, I am personally guessing there is some sort of mod conflict or mod order issue going on, but after several hours of troubleshooting, and searching for different things on the forums and via google, I am coming up empty. The closest thing I can find is power conduits don't need copper or steel to make, they need an item called 'wire', (which is crafted from steel and plasteel for a stack of 25 wire). I can't track down which mod uses 'wire', though. I got a lot of mods, and spent a good several hours trying to track down possible causes for this issue.
Here is the 'all you can eat buffet' list of mods I have... (I have already trimmed a few mods out...)Code Select<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>1557</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>EdBPrepareCarefully</li>
<li>AlienRaces-2.1.5</li>
<li>Apini A17</li>
<li>Orassan (A17)</li>
<li>CyberneticStorm</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>RBSE - Lite Edition 1.7</li>
<li>A_Dog_Said-A17</li>
<li>OrassanADSAddon</li>
<li>Apini A17 Apitech</li>
<li>MiningCo. AlertSpeaker</li>
<li>MiningCo. ForceField</li>
<li>MiningCo. LaserFence</li>
<li>MiningCo. MiningHelmet</li>
<li>MiningCo. MMS</li>
<li>MiningCo. PowerFist</li>
<li>MiningCo. SpotlightTurret</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Miscellaneous_Objects</li>
<li>PackedLunch</li>
<li>PawnsPlayPoker [A17]</li>
<li>POW-17.29</li>
<li>PowerSwitch</li>
<li>Pygmy-Muffalos-1.1.1543</li>
<li>QRY-17.38</li>
<li>QualityBuilder</li>
<li>QualitySurgeon</li>
<li>RazzleDazzleA17</li>
<li>ReconAndDiscovery</li>
<li>RemoteExplosives</li>
<li>ReplacementOrganCrafting</li>
<li>RF - Wild Cultivation</li>
<li>RF - Smooth Stone Walls</li>
<li>RF - Fertile Fields</li>
<li>RF - Concrete</li>
<li>RF - Basic Bridges</li>
<li>DESurgeries</li>
<li>Bones Mod</li>
<li>BionicReplacementsCrafting</li>
<li>Alpha Muffalo A17</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>T-ExpandedCloth</li>
<li>T-ExpandedCrops</li>
<li>T-MiscStuff</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>T-RawCropThoughts</li>
<li>Temperature Control</li>
<li>TilledSoil</li>
<li>TradingSpot</li>
<li>Training Rack</li>
<li>Trap Defence A17</li>
<li>Travel-Rations--MREs-1.1</li>
<li>Turret Collection</li>
<li>Vegetable Garden 5.4</li>
<li>WIN-17.04</li>
<li>ZEN-17.11</li>
<li>TropiCKAPP</li>
<li>TribalEssentialsModPack</li>
<li>Surgery Kit</li>
<li>SupportBeams</li>
<li>STN-17.23</li>
<li>Spoons Hair Mod -A17</li>
<li>Soylent Production</li>
<li>sns</li>
<li>Smoked-Meat-2.0</li>
<li>Single Royal A17</li>
<li>SimpleSidearms-1.2.0</li>
<li>RW-ExtendedTraits-master</li>
<li>RumoursAndDeceptionA17</li>
<li>RT's Weapon Pack</li>
<li>RoofSupport A17</li>
<li>Romance Diversified A17</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>Rimworld-ButcherMoodFix-1.0</li>
<li>Rimsenal_Hair</li>
<li>Rimsenal_Vanilla</li>
<li>Rimfire 2.3</li>
<li>Rim.AcEnhancedCrafting</li>
<li>Rim Disorders A17</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>ReclaimFabric-ReclaimFabric1.9</li>
<li>Psychology</li>
<li>PathAvoid</li>
<li>Panacea-0.17.1.0</li>
<li>OHU-Dropships-1.31</li>
<li>NeurotrainerCrafting</li>
<li>Nandonalt - Set-up Camp</li>
<li>More Vanilla Turrets</li>
<li>ModularPowerArmor-1.0.17b.0.0</li>
<li>Mod Medicine Patch</li>
<li>MIRV Artillery</li>
<li>Miniaturisation</li>
<li>Mending</li>
<li>Medieval Times (v. 1.70.A17b)</li>
<li>MedicineKitCrafting</li>
<li>MedicalTab</li>
<li>Mannable Turrents</li>
<li>Mamuffalo V1.04 A17</li>
<li>MadSkills-A17-2.0.1</li>
<li>LT-DoorMat_1.0.7</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>Kitchen-Counter-0.17</li>
<li>ImprovedWorkbenches</li>
<li>Hospitality</li>
<li>High Caliber</li>
<li>GrillTech A17</li>
<li>GlitterTech</li>
<li>Glass&Lights</li>
<li>GaussWeapons-GaussWeapons1.7</li>
<li>Furnace</li>
<li>FishIndustry</li>
<li>Fireplace Mod V1.9b A17</li>
<li>ExtendedFabrics-ExtendedFabrics1.5</li>
<li>Extended Turrets Mod</li>
<li>Enlighten</li>
<li>Electric Wall Torch Mod V1.0</li>
<li>ED-Embrasures</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-OmniGel</li>
<li>ED-ShieldsBasic</li>
<li>DyeVat</li>
<li>Dubs Bad Hygiene</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Dubs Skylight</li>
<li>Diesel_Generator</li>
<li>Cyclone_Wire</li>
<li>CTS</li>
<li>CPD-17.30p</li>
<li>ColonyManager</li>
<li>Clutter Structure</li>
<li>Clutter Laser Rifle</li>
<li>Clutter Hands</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>CaveworldFlora</li>
<li>CaveBiome</li>
<li>Blueprints</li>
<li>BetterVents-BetterVents1.4</li>
<li>BetterPawnControl</li>
<li>BetterCoolers-BetterCoolers1.4</li>
<li>Barn Stall A17</li>
<li>Armor Crafting</li>
<li>Animal Feed Trough A17</li>
<li>Ancient Asian Weapons</li>
<li>AllowTool</li>
<li>AJO-17.11</li>
<li>Agriculture</li>
<li>20th Century Weapons Mod</li>
<li>TechAdvancing</li>
<li>Weapon Crafting</li>
<li>BirdsAndBees</li>
<li>CyberneticStorm&EPOECompat</li>
<li>Wall_Torch A17</li>
<li>Industrialisation</li>
<li>EXP-17.19</li>
<li>CAL-17.08</li>
<li>Industrial-Drill-Rig-Stuffified-Edition</li>
<li>ExtendedStorage-ExtendedStorage2.1</li>
<li>ResearchPal</li>
<li>ArchitectSense</li>
<li>StuffedFloors</li>
<li>Stuffified-Construction</li>
<li>StackMerger</li>
</activeMods>
</ModsConfigData>
Quote from: cuproPanda on July 09, 2017, 01:16:22 AM
How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)
Quote from: rditto48801 on July 09, 2017, 01:53:52 AMQuote from: cuproPanda on July 09, 2017, 01:16:22 AM
How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)
Great computer? Not really. It takes almost 10 minutes for the game to actually boot up as it chews on all those def files.... >_<
I see one update for Stuffified Construction is for compatibility for one of the other mods I use, so hopefully that will help.
If all else fails, I will start a new game. I only got about a month in game, so I wouldn't loose to much progress. I partly suspect the issue might be something imbedded in the save itself, and not easily fixed after it has occurred.
When updating Stuffified Construction, I did find one thing that might have been the cause.
I got the Industrial Drill Rig from the same mod author as Stuffified Construction, but I had the stuffified version, not the stuffified alloys version that supports the alloys mod. So I got the proper one downloaded for that.
So it may be a PEBCAK or ID-10-T error causing the stockpile issue... (a.k.a., me needing to double face palm then head desk)
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>1557</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>EdBPrepareCarefully</li>
<li>AlienRaces-2.1.5</li>
<li>Apini A17</li>
<li>Orassan (A17)</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>RBSE - Lite Edition 1.7</li>
<li>CyberneticStorm</li>
<li>A_Dog_Said-A17</li>
<li>OrassanADSAddon</li>
<li>Apini A17 Apitech</li>
<li>MiningCo. AlertSpeaker</li>
<li>MiningCo. ForceField</li>
<li>MiningCo. LaserFence</li>
<li>MiningCo. MiningHelmet</li>
<li>MiningCo. MMS</li>
<li>MiningCo. PowerFist</li>
<li>MiningCo. SpotlightTurret</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Miscellaneous_Objects</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>PackedLunch</li>
<li>PawnsPlayPoker [A17]</li>
<li>PowerSwitch</li>
<li>Pygmy-Muffalos-1.1.1543</li>
<li>QualityBuilder</li>
<li>QualitySurgeon</li>
<li>RazzleDazzleA17</li>
<li>ReconAndDiscovery</li>
<li>RemoteExplosives</li>
<li>ReplacementOrganCrafting</li>
<li>RF - Wild Cultivation</li>
<li>RF - Smooth Stone Walls</li>
<li>RF - Fertile Fields</li>
<li>RF - Concrete</li>
<li>RF - Basic Bridges</li>
<li>DESurgeries</li>
<li>Bones Mod</li>
<li>Alpha Muffalo A17</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>T-ExpandedCloth</li>
<li>T-ExpandedCrops</li>
<li>T-MiscStuff</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>T-RawCropThoughts</li>
<li>Temperature Control</li>
<li>TilledSoil</li>
<li>TradingSpot</li>
<li>Training Rack</li>
<li>Trap Defence A17</li>
<li>Travel-Rations--MREs-1.1</li>
<li>Turret Collection</li>
<li>Vegetable Garden 5.4</li>
<li>WIN-17.04</li>
<li>ZEN-17.11</li>
<li>TropiCKAPP</li>
<li>TribalEssentialsModPack</li>
<li>Surgery Kit</li>
<li>SupportBeams</li>
<li>Spoons Hair Mod -A17</li>
<li>Soylent Production</li>
<li>sns</li>
<li>Smoked-Meat-2.0</li>
<li>Single Royal A17</li>
<li>SimpleSidearms-1.2.0</li>
<li>RW-ExtendedTraits-master</li>
<li>RumoursAndDeceptionA17</li>
<li>RT's Weapon Pack</li>
<li>RoofSupport A17</li>
<li>Romance Diversified A17</li>
<li>Rimworld-ButcherMoodFix-1.0</li>
<li>Rimsenal_Hair</li>
<li>Rimsenal_Vanilla</li>
<li>Rimfire 2.3</li>
<li>Rim.AcEnhancedCrafting</li>
<li>Rim Disorders A17</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>ReclaimFabric-ReclaimFabric1.9</li>
<li>Psychology</li>
<li>PathAvoid</li>
<li>Panacea-0.17.1.0</li>
<li>OHU-Dropships-1.31</li>
<li>NeurotrainerCrafting</li>
<li>Nandonalt - Set-up Camp</li>
<li>More Vanilla Turrets</li>
<li>ModularPowerArmor-1.0.17b.0.0</li>
<li>Mod Medicine Patch</li>
<li>MIRV Artillery</li>
<li>Miniaturisation</li>
<li>Mending</li>
<li>Medieval Times (v. 1.70.A17b)</li>
<li>MedicineKitCrafting</li>
<li>MedicalTab</li>
<li>Mannable Turrents</li>
<li>Mamuffalo V1.04 A17</li>
<li>MadSkills-A17-2.0.1</li>
<li>LT-DoorMat_1.0.7</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>Kitchen-Counter-0.17</li>
<li>ImprovedWorkbenches</li>
<li>Hospitality</li>
<li>High Caliber</li>
<li>GrillTech A17</li>
<li>GlitterTech</li>
<li>Glass&Lights</li>
<li>GaussWeapons-GaussWeapons1.7</li>
<li>Furnace</li>
<li>FishIndustry</li>
<li>Fireplace Mod V1.9b A17</li>
<li>ExtendedFabrics-ExtendedFabrics1.5</li>
<li>Extended Turrets Mod</li>
<li>Enlighten</li>
<li>Electric Wall Torch Mod V1.0</li>
<li>ED-Embrasures</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-OmniGel</li>
<li>ED-ShieldsBasic</li>
<li>DyeVat</li>
<li>Dubs Bad Hygiene</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Dubs Skylight</li>
<li>Diesel_Generator</li>
<li>Cyclone_Wire</li>
<li>CTS</li>
<li>CPD-17.30p</li>
<li>ColonyManager</li>
<li>Clutter Structure</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>CaveworldFlora</li>
<li>CaveBiome</li>
<li>Blueprints</li>
<li>BetterVents-BetterVents1.4</li>
<li>BetterPawnControl</li>
<li>BetterCoolers-BetterCoolers1.4</li>
<li>Barn Stall A17</li>
<li>Armor Crafting</li>
<li>Animal Feed Trough A17</li>
<li>Ancient Asian Weapons</li>
<li>AllowTool</li>
<li>AJO-17.11</li>
<li>Agriculture</li>
<li>20th Century Weapons Mod</li>
<li>TechAdvancing</li>
<li>Weapon Crafting</li>
<li>BirdsAndBees</li>
<li>Wall_Torch A17</li>
<li>Industrialisation</li>
<li>EXP-17.19</li>
<li>CAL-17.08</li>
<li>POW-17.29</li>
<li>ExtendedStorage-ExtendedStorage2.1</li>
<li>ResearchPal</li>
<li>ArchitectSense</li>
<li>Stuffified-Construction</li>
<li>Industrial-Drill-Rig-Stuffified-Alloys-Edition</li>
<li>StuffedFloors</li>
<li>STN-17.23</li>
<li>QRY-17.38</li>
<li>StackMerger</li>
<li>CyberneticStorm&EPOECompat</li>
<li>Clutter Hands</li>
<li>Clutter Laser Rifle</li>
<li>BionicReplacementsCrafting</li>
</activeMods>
</ModsConfigData>
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmithy"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="TableMachining"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName="ElectricStove"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="Brewery"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmelter"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.0.4.10</li>
<li>AlienRaces-2.1.5</li>
<li>EdBPrepareCarefully</li>
<li>CombatExtended</li>
<li>StorageSearch-0.17.1</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Diseases overhauled v1.0.0</li>
<li>A_Dog_Said-A17</li>
<li>DESurgeries</li>
<li>RF - Editable Backstories - Base</li>
<li>RuntimeGC</li>
<li>ArchitectSense</li>
<li>ResearchPal</li>
<li>HelpTab</li>
<li>CombatExtended_BackpackPatch</li>
<li>A17b - Combat Extended Artillery</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Miscellaneous_TrainingFacility</li>
<li>CombatExtended Guns</li>
<li>20th CWM CE v4</li>
<li>[A17] Hand 'n' Footwear</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>[A17] HnF - VFWE Patch</li>
<li>Bridges</li>
<li>sd_bridges</li>
<li>RF - Configurable Maps</li>
<li>RF - Fertile Fields</li>
<li>RF - Concrete</li>
<li>RF - Basic Bridges</li>
<li>RF - Smooth Stone Walls</li>
<li>RF - Wild Cultivation</li>
<li>TiberiumRim 1.4</li>
<li>T-ExpandedCloth</li>
<li>T-MoreBedsCloth</li>
<li>T-MiscStuff</li>
<li>TropiCKAPP</li>
<li>Blueprints</li>
<li>BirdsAndBees</li>
<li>MedicalTab</li>
<li>ColonyManager</li>
<li>Recycle</li>
<li>Rimworld_IndustrialRoller</li>
<li>S.A.L.-Station-Automation-and-Logistics--master</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>ApparelloA17</li>
<li>Clutter Furniture</li>
<li>Rimsenal</li>
<li>Rimsenal_Vanilla</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_Security</li>
<li>GlitterTech-0.17.1546</li>
<li>TribalBeds[A17]</li>
<li>TribalProduction[A17]</li>
<li>TribalJoy [A17]</li>
<li>TribalRaiders REB Version</li>
<li>QRY-17.32</li>
<li>POW-17.28</li>
<li>EXP-17.18</li>
<li>AJO-17.11</li>
<li>FZN-17.02</li>
<li>WIN-17.04</li>
<li>STN-17.23</li>
<li>CAL-17.08</li>
<li>Stuffified-Construction-0.17.1.8</li>
<li>Make-Early-Components-Stuffified-Alloys-0.17.1.5</li>
<li>ExtendedStorage-ExtendedStorage2.1</li>
<li>Kitchen-Counter-0.17</li>
<li>BetterVents-BetterVents1.4</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>Rimsenal_Hair</li>
<li>NackbladIncRimhair</li>
<li>ShowHair</li>
<li>ReconAndDiscovery</li>
<li>RumoursAndDeceptionA17</li>
<li>Psychology</li>
<li>ExpandedIncidents</li>
<li>RimFridge</li>
<li>AnimalHideWorking</li>
<li>LDAreaRugs A17</li>
<li>Animal Feed Trough A17 [V.G.]</li>
<li>Barn Stall A17</li>
<li>High Caliber</li>
<li>Nandonalt - Set-up Camp</li>
<li>Nandonalt - Colony Leadership</li>
<li>MF A17</li>
<li>KK_AsSimpleAsRack</li>
<li>Hospitality</li>
<li>BlackFuel</li>
<li>FashionRIMsta -A17</li>
<li>Dubs Bad Hygiene</li>
<li>Diesel_Generator</li>
<li>Travel-Rations--MREs-1.1</li>
<li>ResearchableStatUpgrades-master</li>
<li>PawnsAreCapable</li>
<li>LT-DoorMat_1.0.7</li>
<li>WM Revamped Ponics</li>
<li>Vegetable Garden 5.4</li>
<li>more factions</li>
<li>LED-Lights-Extended-1.1</li>
<li>Fences And Floors</li>
<li>Realistic Night & Weather Lighter V</li>
<li>Miscellany</li>
<li>Turret Collection</li>
<li>MassGraves-0.17.1.0</li>
<li>RedistHeat</li>
<li>BetterCoolers-BetterCoolers1.4</li>
<li>AnimalCollabProjectA17-master</li>
<li>ADogSaid-CK_APP-PATCH</li>
<li>Alpha Muffalo A17</li>
<li>Mamuffalo V1.04 A17</li>
<li>Pygmy-Muffalos-1.1.1543</li>
<li>Wall_Torch A17</li>
<li>[Cab]Beat The Meat</li>
<li>Mending</li>
<li>FishIndustry</li>
<li>MiningCo. SpotlightTurret</li>
<li>MBS Spotlights</li>
<li>ImprovedWorkbenches</li>
<li>StuffedFloors</li>
<li>SeedsPlease</li>
<li>SeedsPlease-VG</li>
<li>PlantSaverVeggieGarden</li>
<li>AllowTool</li>
<li>StackMerger</li>
<li>QualityBuilder</li>
<li>Miniaturisation</li>
<li>Hand Me That Brick</li>
<li>Notifications Archiver</li>
<li>Refactored Work Priorities</li>
<li>WorkTab</li>
<li>static_quality_plus_A17.1</li>
<li>Rim.AcEnhancedCrafting</li>
<li>MoreConsumables</li>
<li>ChangeDresser</li>
<li>ElectricStoneCutting_v1.02</li>
<li>QOLTweaksPack-1.0.2</li>
<li>TechAdvancing</li>
<li>TableDiner Configurable</li>
</activeMods>
Quote from: admiralKew on July 10, 2017, 09:25:21 AM
Hi there! There's apparently a conflict with Stuffified Construction and Expanded Power. I've already reported this in Stuffified Construction's mod thread, but I felt I should also post it here.Code Select
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmithy"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="TableMachining"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName="ElectricStove"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="Brewery"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmelter"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
This appears on load, and switching those two mods around results in much the same thing except with [Expanded Power] Patch Operation instead!
Here is my load order:Code Select
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.0.4.10</li>
<li>AlienRaces-2.1.5</li>
<li>EdBPrepareCarefully</li>
<li>CombatExtended</li>
<li>StorageSearch-0.17.1</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Diseases overhauled v1.0.0</li>
<li>A_Dog_Said-A17</li>
<li>DESurgeries</li>
<li>RF - Editable Backstories - Base</li>
<li>RuntimeGC</li>
<li>ArchitectSense</li>
<li>ResearchPal</li>
<li>HelpTab</li>
<li>CombatExtended_BackpackPatch</li>
<li>A17b - Combat Extended Artillery</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Miscellaneous_TrainingFacility</li>
<li>CombatExtended Guns</li>
<li>20th CWM CE v4</li>
<li>[A17] Hand 'n' Footwear</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>[A17] HnF - VFWE Patch</li>
<li>Bridges</li>
<li>sd_bridges</li>
<li>RF - Configurable Maps</li>
<li>RF - Fertile Fields</li>
<li>RF - Concrete</li>
<li>RF - Basic Bridges</li>
<li>RF - Smooth Stone Walls</li>
<li>RF - Wild Cultivation</li>
<li>TiberiumRim 1.4</li>
<li>T-ExpandedCloth</li>
<li>T-MoreBedsCloth</li>
<li>T-MiscStuff</li>
<li>TropiCKAPP</li>
<li>Blueprints</li>
<li>BirdsAndBees</li>
<li>MedicalTab</li>
<li>ColonyManager</li>
<li>Recycle</li>
<li>Rimworld_IndustrialRoller</li>
<li>S.A.L.-Station-Automation-and-Logistics--master</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>ApparelloA17</li>
<li>Clutter Furniture</li>
<li>Rimsenal</li>
<li>Rimsenal_Vanilla</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_Security</li>
<li>GlitterTech-0.17.1546</li>
<li>TribalBeds[A17]</li>
<li>TribalProduction[A17]</li>
<li>TribalJoy [A17]</li>
<li>TribalRaiders REB Version</li>
<li>QRY-17.32</li>
<li>POW-17.28</li>
<li>EXP-17.18</li>
<li>AJO-17.11</li>
<li>FZN-17.02</li>
<li>WIN-17.04</li>
<li>STN-17.23</li>
<li>CAL-17.08</li>
<li>Stuffified-Construction-0.17.1.8</li>
<li>Make-Early-Components-Stuffified-Alloys-0.17.1.5</li>
<li>ExtendedStorage-ExtendedStorage2.1</li>
<li>Kitchen-Counter-0.17</li>
<li>BetterVents-BetterVents1.4</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>Rimsenal_Hair</li>
<li>NackbladIncRimhair</li>
<li>ShowHair</li>
<li>ReconAndDiscovery</li>
<li>RumoursAndDeceptionA17</li>
<li>Psychology</li>
<li>ExpandedIncidents</li>
<li>RimFridge</li>
<li>AnimalHideWorking</li>
<li>LDAreaRugs A17</li>
<li>Animal Feed Trough A17 [V.G.]</li>
<li>Barn Stall A17</li>
<li>High Caliber</li>
<li>Nandonalt - Set-up Camp</li>
<li>Nandonalt - Colony Leadership</li>
<li>MF A17</li>
<li>KK_AsSimpleAsRack</li>
<li>Hospitality</li>
<li>BlackFuel</li>
<li>FashionRIMsta -A17</li>
<li>Dubs Bad Hygiene</li>
<li>Diesel_Generator</li>
<li>Travel-Rations--MREs-1.1</li>
<li>ResearchableStatUpgrades-master</li>
<li>PawnsAreCapable</li>
<li>LT-DoorMat_1.0.7</li>
<li>WM Revamped Ponics</li>
<li>Vegetable Garden 5.4</li>
<li>more factions</li>
<li>LED-Lights-Extended-1.1</li>
<li>Fences And Floors</li>
<li>Realistic Night & Weather Lighter V</li>
<li>Miscellany</li>
<li>Turret Collection</li>
<li>MassGraves-0.17.1.0</li>
<li>RedistHeat</li>
<li>BetterCoolers-BetterCoolers1.4</li>
<li>AnimalCollabProjectA17-master</li>
<li>ADogSaid-CK_APP-PATCH</li>
<li>Alpha Muffalo A17</li>
<li>Mamuffalo V1.04 A17</li>
<li>Pygmy-Muffalos-1.1.1543</li>
<li>Wall_Torch A17</li>
<li>[Cab]Beat The Meat</li>
<li>Mending</li>
<li>FishIndustry</li>
<li>MiningCo. SpotlightTurret</li>
<li>MBS Spotlights</li>
<li>ImprovedWorkbenches</li>
<li>StuffedFloors</li>
<li>SeedsPlease</li>
<li>SeedsPlease-VG</li>
<li>PlantSaverVeggieGarden</li>
<li>AllowTool</li>
<li>StackMerger</li>
<li>QualityBuilder</li>
<li>Miniaturisation</li>
<li>Hand Me That Brick</li>
<li>Notifications Archiver</li>
<li>Refactored Work Priorities</li>
<li>WorkTab</li>
<li>static_quality_plus_A17.1</li>
<li>Rim.AcEnhancedCrafting</li>
<li>MoreConsumables</li>
<li>ChangeDresser</li>
<li>ElectricStoneCutting_v1.02</li>
<li>QOLTweaksPack-1.0.2</li>
<li>TechAdvancing</li>
<li>TableDiner Configurable</li>
</activeMods>
Quote from: ololo86 on July 11, 2017, 01:09:26 PM
hello,
have a question about mod with windows
If there are two or more windows side by side, then 100% of the lighting gives only one window:
(https://preview.ibb.co/i14OLF/1.jpg) (https://ibb.co/hzMg7v)
(https://preview.ibb.co/noE17v/2.jpg) (https://ibb.co/jrmsEa)
it is normal, or issue?
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
Quote from: Canute on July 12, 2017, 03:32:04 AM
Not to speak, looking through a window should increase Cabin fever, since you see the outside but can't go out. Special when the outside is more beautyful then the inside. :-)
Quote from: JustALittleCrazyTalk on July 13, 2017, 11:32:36 PM
Where does 'fused quartz' come from? ???
Quote from: timeandtherani on July 14, 2017, 12:41:53 AM
My paintings are popping off the walls! Vanilla walls. When I mark a painting for installation, someone installs the painting, it disappears from the wall and ends up back in my storehouse. Eeeep!
Quote from: wwWraith on July 12, 2017, 03:12:58 AMI'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
Quote from: faltonico on July 16, 2017, 04:19:09 PMQuote from: wwWraith on July 12, 2017, 03:12:58 AMI'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
Quote from: wwWraith on July 16, 2017, 05:49:28 PMI thought all the nuances of that suggestion would be inferred from the first post.Quote from: faltonico on July 16, 2017, 04:19:09 PMQuote from: wwWraith on July 12, 2017, 03:12:58 AMI'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.
I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
This example is rather different from what was told about. Still I can think about some explanations of this behavior irl. Like I was tired of wind/temperature/insects/smell but wanted to look at the sunset. So maybe it would be good to consider this speific case and make a specific workaround, something like don't allow looking from the window when the pawn: is outside AND the weather is good (don't forget pluviophiles, nyctophobes, etc.) AND there are no animals or other potentially harmful things AND the beauty and comfort here is more than around the window AND they have no job to do indoors after they relaxed a bit AND so on... But would it be worth it?
Quote from: Bowen on July 16, 2017, 04:16:02 PM
So, first off, thanks for your awesome mods. I find a lot of fun with them. I am curious though if there was ever going to be an A17 version of Ancient Amulets? I am not sure why they weren't included (at first I thought, "I'll just be patient, Cupro is a busy panda after all."), but I used to have a lot of fun with them and would love to see that mod again.
Sincere Thanks,
Bowen
Quote from: Napple on July 18, 2017, 07:54:55 PM
Are there going to be different flavor thoughts for the different sodas to encourage variety in making them?
Quote from: cuproPanda on July 19, 2017, 11:00:08 PM
I didn't update the mod because they were so hard to get, most of the time once they were available I already had 3 people doing that specific job, and one was level 15 or so. I'll see what I can do for rebalancing the mod and making it better. Traders are much easier to modify, now, so I don't have to add new traders or override the Core. Time is an issue, though. Maybe an A18 release? I might even be able to add new amulets.
Quote from: Bowen on July 20, 2017, 02:49:15 AMQuote from: cuproPanda on July 19, 2017, 11:00:08 PM
I didn't update the mod because they were so hard to get, most of the time once they were available I already had 3 people doing that specific job, and one was level 15 or so. I'll see what I can do for rebalancing the mod and making it better. Traders are much easier to modify, now, so I don't have to add new traders or override the Core. Time is an issue, though. Maybe an A18 release? I might even be able to add new amulets.
Ah I see. It's great to think that you will be working on it again despite your busy schedule. Thanks for your consideration. How goes the game you are working on?
Sincerely,
Bowen
Quote from: cuproPanda on July 20, 2017, 08:33:20 PM
Progress on my game has been almost nonexistent these past few weeks, which is part of the reason I don't have time for mods. I have to get back to work! I have a huge task ahead of me that has helped me procrastinate, but I've been chipping away at it lately.
Quote from: KONO_DIO_DA on July 23, 2017, 08:06:29 PM
Regarding Daylight/Inverted Daylight Sensors:
(http://i.imgur.com/Seq4uUZ.png)
What am I doing wrong here?
I want the lamps on one side of the sensor to turn off during daylight hours.
The sensor is reading full light levels, but isn't switching off.
I made sure it wasn't some sort of issue with the skylight from another mod, but even with just a roofless tile above, it still doesn't perform as expected.
Quote from: KONO_DIO_DA on July 24, 2017, 02:19:58 PM
I eliminated the fuse to be sure, and double-checked the pre-existing conduits.
It appears the inverted sensor just isn't disconnecting, for some reason.
Nothing regarding it nor the mod in general appears in the debug log.
Thoughts?
Quote from: LiteEmUp on July 26, 2017, 02:57:27 AM
is the rimpharma going to get an a17 version??
that would be great though coz my rimtizens are getting bored with smokeleaves.. they need new form of addiction lol
Quote from: SalmonToastie on July 26, 2017, 09:35:32 PM
Yo cupro, great mods, really liking the additions you've made, just wondering one thing, the shemagh in the powerless mod covers both the eyes and the jaw, is there a way to edit this so it doesn't cover these at all?
Quote from: Frank2368 on August 01, 2017, 05:58:51 AM
Is it possible to add the ability to craft Perodyne?
Quote from: Nezerathian on August 04, 2017, 01:05:26 PM
Hello. Can you make Spectago tea appear in drug policies so I can schedule drinking it for my colonists? It helps in being healthy so I want them to use it daily :)
Quote from: SpaceDorf on August 04, 2017, 01:36:48 PMQuote from: Nezerathian on August 04, 2017, 01:05:26 PM
Hello. Can you make Spectago tea appear in drug policies so I can schedule drinking it for my colonists? It helps in being healthy so I want them to use it daily :)
That would be incredible helpfull.
As additional benefit, my tamers would not use it anymore to tame animals ..
Quote from: cuproPanda on August 05, 2017, 12:07:19 PM
As for the tamers, I thought that issue was solved back when alcohol was no longer used for taming. I'll have to take a look at the game's code. There may be a food type I can use to bypass that as well, regardless of whether the tea is a drug or not.
Quote from: Nezerathian on August 07, 2017, 09:03:00 AM
W8ing till it updates on steam :)
Quote from: LiteEmUp on August 07, 2017, 04:47:00 PM
still same problem... can't load my game or start a new campaign..
Quote from: cuproPanda on August 07, 2017, 04:50:24 PMthnx for the tip lol..Quote from: LiteEmUp on August 07, 2017, 04:47:00 PM
still same problem... can't load my game or start a new campaign..
Restart the Steam client. It doesn't always update the mods right away, and restarting is the quickest way to force it to update
Quote from: kaptain_kavern on August 07, 2017, 08:28:20 PM
I've made a bit of support for some AJO users on Reddit also. Everything back to normal / Everyone liked the quick-fix ;)
Good work
Quote from: kaptain_kavern on August 09, 2017, 10:08:53 AM
Looks like you have some duplicates. Are you sure you have totally erased the previous folder before "putting" the new updated one?
Quote from: kaptain_kavern on August 09, 2017, 10:59:17 AM
Oh crap! Sorry it was really looking like a duplicates problems.
Is this on an ongoing play? Not with a new world?
If yes then maybe you have to remove all AJO buildings from your game before applying the updated mod again (and maybe re-spawn them with dev mode if you want). Panda explained this process on the steam workshop page comments to someone having kinda similar problems.
Quote from: cuproPanda on August 09, 2017, 12:31:54 PM
I'm not sure what's causing this error. There are no duplicates in the files, I double checked. Even taking the inheritance into account, there is only 1 entry for the costs. The only thing that makes sense is that there is still a copy of the mod being loaded somehow.Quote from: kaptain_kavern on August 09, 2017, 01:33:47 PM
Double AJO mod folders in Rimworld/Mods maybe?
This or another mod is patching AJO modded objects(but I very doubt it's that), but after that I can't think of anything.
Another mod (if this is possible) must be responsible cause i loaded only AOJ and everything is fine. I am sure that AOJ loads once so now i guess i must try to find which one of the 112 mods is responsible. Weird is the fact that whatever does this, doesn't do it with previous version of AOJ. Even the load order is the same. Anyway thank you and kaptain_kavern for your time. I have a big night in front of me :D
Quote from: cuproPanda on August 09, 2017, 04:23:27 PM
It's AJO, by the way, not AOJ ;)
I doubt the renaming is an issue, because I only renamed the repositories on GitHub - the release folders have always been Additional-Joy-Objects-[Release number].
If you are using Steam mods and forum mods, make sure that you don't have two copies that way. The ID for AJO is 936486725
Quote from: cuproPanda on August 09, 2017, 04:23:27 PM
I doubt the renaming is an issue, because I only renamed the repositories on GitHub - the release folders have always been Additional-Joy-Objects-[Release number].
Exception ticking FLG_Flag_Black1895261: System.DivideByZeroException: Division by zero
at Verse.Gen.IsHashIntervalTick (Verse.Thing t, Int32 interval) [0x00000] in <filename unknown>:0
at CuproFlags.Building_Flag.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Tenshi~Akari on August 09, 2017, 05:35:20 PM
Love the flags, thanks for the addition of this! Will definitely be a good holdover since I had to put aside Faction Colors for the mod set I have currently.
However, I think after awhile, they eventually try to destroy the universe by dividing by zero...Code SelectException ticking FLG_Flag_Black1895261: System.DivideByZeroException: Division by zero
at Verse.Gen.IsHashIntervalTick (Verse.Thing t, Int32 interval) [0x00000] in <filename unknown>:0
at CuproFlags.Building_Flag.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Doesn't really do any visible damage... maybe a bit of tick lag, but the game still runs ok outside of that.
Quote from: kaptain_kavern on August 09, 2017, 08:50:24 PM
TIL: Pandas do hibernate :-D
Quote from: Sirsim on August 11, 2017, 02:52:41 PM
Is there any possibility to check why the new version of AJO conflicts with StyffifiedConstruction? 17.11 version works fine.
Quote from: Sixdd on August 08, 2017, 01:52:29 PM
Yeah sorry about that, the latest update to Additional Joy Objects broke Stuffified Construction. Luckily the fix is very easy, just open up the patches folder in Sutffified Construction and delete the file "Patches_AdditionalJoyObjects.xml". Thats all there is to it, that latest update basically does the same thing that that patch did anyway so nothing lost.
~Six
XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>
XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>
XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><costStuffCount>30</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_BookRack</defName><label>book rack</label><description>A small bookshelf with a few books. \nBoosts writing speed by 5% when placed near a writing table. Only one book rack can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/BookRack/BookRack</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/BookRack/BookRack_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>20</pathCost><fillPercent>0.2</fillPercent><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>500</WorkToBuild><Mass>12.5</Mass><MarketValue>75</MarketValue><Beauty>10</Beauty><EntertainmentStrengthFactor>0.8</EntertainmentStrengthFactor></statBases><costStuffCount>30</costStuffCount><costList><AJO_PileOfBooks>1</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.05</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous></li></comps></ThingDef>
XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookshelf</defName><label>bookshelf</label><description>A bookshelf with a variety of books. \nBoosts writing speed by 10% when placed near a writing table. Only two bookshelves can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookshelf/Bookshelf</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookshelf/Bookshelf_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>40</pathCost><fillPercent>0.4</fillPercent><statBases><MaxHitPoints>250</MaxHitPoints><WorkToBuild>1000</WorkToBuild><Mass>25</Mass><MarketValue>200</MarketValue><Beauty>25</Beauty><EntertainmentStrengthFactor>1</EntertainmentStrengthFactor></statBases><costStuffCount>60</costStuffCount><costList><AJO_PileOfBooks>3</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.1</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>2</maxSimultaneous></li></comps><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>60</costStuffCount></ThingDef>
XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookcase</defName><label>bookcase</label><description>A bookcase with a wide variety of books. \nBoosts writing speed by 20% when placed near a writing table. Up to four bookcases can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookcase/Bookcase</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookcase/Bookcase_MenuIcon</uiIconPath><altitudeLayer>Pawn</altitudeLayer><pathCost>70</pathCost><fillPercent>0.75</fillPercent><statBases><MaxHitPoints>600</MaxHitPoints><WorkToBuild>2000</WorkToBuild><Mass>50</Mass><MarketValue>400</MarketValue><Beauty>50</Beauty><EntertainmentStrengthFactor>1.15</EntertainmentStrengthFactor></statBases><costStuffCount>100</costStuffCount><costList><AJO_PileOfBooks>5</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.2</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>4</maxSimultaneous></li><li><compClass>CompQuality</compClass></li><li Class="CompProperties_Art"><nameMaker>ArtName_Furniture</nameMaker><descriptionMaker>ArtDescription_Furniture</descriptionMaker><minQualityForArtistic>Superior</minQualityForArtistic></li></comps><inspectorTabs><li>ITab_Art</li></inspectorTabs><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount></ThingDef>
[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricSmithy"]/CostList) failed
[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="TableMachining"]/CostList) failed
[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[defName="ElectricStove"]/CostList) failed
[Expanded Power] Patch operation Verse.PatchOperationReplace(/ThingDefs/ThingDef[DefName="ElectricSmelter"]/CostList) failed
Quote from: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert
- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..
- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..
Quote from: shadowstitch on August 31, 2017, 01:21:21 AM
Hm. Learned the hard way that if you build a window, then build a block in front of it, the game goes bananas. Throws up red errors about the glower and won't ever let you remove the window even if you destroy or god mode delete the block...pretty gross.
Also, is it just me and some weird mod conflict, or are the AJO arcade games actually generating electricity?
Mine are generating 5w at idle, and 200w when someone plays them!
Quote from: SpaceDorf on August 29, 2017, 03:57:30 AMQuote from: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert
- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..
- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..
Have you ever heard of a mod called Razzle Dazzle ?
Quote from: ALT-F4 on September 08, 2017, 02:36:24 AM
I'm not sure if I should double post, but as it says to please report any issues: Chocolate sodas are somehow incompatible with the small freezers from mrofa's clutter mod. They show up on the list of things allowed in the stockpile, but they are not kept refrigerated.
Quote from: Tenshi~Akari on September 09, 2017, 10:14:21 AM
I think I'm realizing this a lot later than I should have, considering how long I've had this mod installed but... on my end, it seems the windows tank performance after a few are built, no matter what the map size is or how many pawns are spawned. :'( When unpaused, everything slows to a crawl & rubber banding is rampant if they're on the map. (Now that I think about it, I've had this issue happen as well with Dub's sky lights, but only when the map was near the area of which the skylights were placed. With the windows here, it seems to be no matter where I move on the map, the performance drop was evident.)
Is it possible to have a non-lighting-dependent version for decorative purposes? I love the little aspect of my pawns enjoying the scenery, but it just seems my system can't handle but so many windows at a time for some reason. Most I can get is 5-6 before the lag really hits hard. And being the aesthetic buff that I am, I gotta have something to break up the monotony of the walls for my base setups. :-[
Quote from: Kori on September 18, 2017, 04:49:16 PM
Hello Cupro,
could you please add some kind of compatibility for Vegetable Garden to Zen Garden, so that you don't have 2 different kinds of cherries (and probably trees) anymore and cherry trees won't be available for planting until you have researched VG's Tier 3 Crops?
Quote from: cuproPanda on September 20, 2017, 04:45:01 PMQuote from: Kori on September 18, 2017, 04:49:16 PM
Hello Cupro,
could you please add some kind of compatibility for Vegetable Garden to Zen Garden, so that you don't have 2 different kinds of cherries (and probably trees) anymore and cherry trees won't be available for planting until you have researched VG's Tier 3 Crops?
Will do. I didn't realise there were cherries in VG
Quote from: malomaster on September 24, 2017, 07:47:15 AM
Hi. I have a question.
Will you update your old mod "Extra floors" for A17? Because I wanted that mod with new floors, but there are only version for A15.
Also I will be pleased if you also update your "Ancient amulets" mod for A17.
Quote from: Canute on September 27, 2017, 09:18:08 AMWell, I'd like to know from the main mod developer as to how do disable the resources from other mods as they are most likely to know the fix. The speed of gathering is alright its just that when lets say you mine 22 plasteel, and reinforced mines 22 aswell, when the cost is 10x more.
Quarry is designed to mine all mineable resources they appear on the map.
Sure hempoline and reinforced steel are synthic resource and shouldn't be mineable, but you need to address this issue at the proper mod.
There are ways to prevent them to be mineable so far i know.
And when you think you are geting to much resources out of the quarry, take a look at the ingame mod settings and lower the values.
Quote from: Ncates1234 on September 27, 2017, 09:31:22 AMQuote from: Canute on September 27, 2017, 09:18:08 AMWell, I'd like to know from the main mod developer as to how do disable the resources from other mods as they are most likely to know the fix. The speed of gathering is alright its just that when lets say you mine 22 plasteel, and reinforced mines 22 aswell, when the cost is 10x more.
Quarry is designed to mine all mineable resources they appear on the map.
Sure hempoline and reinforced steel are synthic resource and shouldn't be mineable, but you need to address this issue at the proper mod.
There are ways to prevent them to be mineable so far i know.
And when you think you are geting to much resources out of the quarry, take a look at the ingame mod settings and lower the values.
The original reinforced version is the same price as simple resource thus I changed the price into 10x, still doesn't seem to work. Do I perhaps need to re-start the colony for it to take effect?
Quote from: jay124 on October 17, 2017, 07:32:57 AM
After not being able to craft weapons from the alloys introduced by your CuproAlloys mod. I seem to have narrowed it down and it appears that the conflict is with CombatExtended enabled; they don't show up in the Bills dialogue. I tried loading CuproAlloys before and after CombatExtended, but they still don't show up. It appears that it still creates the Metals & Alloys category, but only shows the vanilla materials to be used for creating weapons. If there's more information I can provide, please let me know.
Without CE Enabled:
https://imgur.com/a/XZyS8
With CE Enabled:
https://imgur.com/a/fMqnH
Thanks!
Quote from: cuproPanda on October 24, 2017, 04:27:33 PM
Interesting, especially since the new category is shown. I'll look into it, it may be something I have to make a patch to address.
Quote from: MusicManiac on November 08, 2017, 11:24:30 AMYou don't need to rebuild it.
OMG don't know how I was missing that all the time, thanks. Do I need to re-build my quarry or changes will take effect without it??
Quote from: r3dm0nk on November 08, 2017, 11:57:58 AM
Hey cuproPanda. I have a question about mod Powerless!. Is there a way to use only few of the things it adds? Let's say I do like the batteries, solar panel and sunlight detector, but I do not like the rest of the features. How can I select which stuff I want to add to my game?
Cheers!
Quote from: r3dm0nk on November 08, 2017, 11:57:58 AM
Hey cuproPanda. I have a question about mod Powerless!. Is there a way to use only few of the things it adds? Let's say I do like the batteries, solar panel and sunlight detector, but I do not like the rest of the features. How can I select which stuff I want to add to my game?
Cheers!
Quote from: cuproPanda on November 17, 2017, 06:05:15 AM
Expanded Power won't be updated for A18...
Quote from: Kori on November 17, 2017, 09:12:00 AMQuote from: cuproPanda on November 17, 2017, 06:05:15 AM
Expanded Power won't be updated for A18...
Oh no, does that mean no more copper, lead, quartz and rubber? :o I really got used to these, even modified other mods so they use these resources as well...
Is there a way to keep at leat the resources in a separate mod maybe?
Quote from: cuproPanda on November 17, 2017, 10:08:05 AM
Well quartz and rubber are out, but copper and lead are already in Cupro's Alloys, which will be merged with Cupro's Stones to become Cupro's Minerals. Minerals will allow players to choose what stones and metals they want to have in the game, and adjust around those choices, as well as adding alloys for base metals that are either in the mod or that come from other mods (i.e. using Industrialisation's copper with or in place of Minerals' copper).
I did want to make a mod that made power gen harder to tech into, but also offered more rewarding options, but I don't think I will have the time to do it for A18. Rubber and quartz would most likely be in that mod, as it would be the continuation of Expanded Power, just more refined
Quote from: kaptain_kavern on November 21, 2017, 06:29:46 PM
Awesome!
Thank you
Quote from: frenchiveruti on December 05, 2017, 09:23:34 AM
Hey Cupro thanks for the updates!
Will you consider adding Mod Sync Ninja to your mods in the future?
Quote from: cuproPanda on December 05, 2017, 08:07:19 PMQuote from: frenchiveruti on December 05, 2017, 09:23:34 AM
Hey Cupro thanks for the updates!
Will you consider adding Mod Sync Ninja to your mods in the future?
I'll look into it. There were issues with it in the past, but since it's back I'm sure they're fixed.
XML error: Could not find parent node named "ExtractSeed" for node "SeedsPlease.RecipeDef". Full node: <SeedsPlease.RecipeDef ParentName="ExtractSeed"><defName>AJO_ExtractSpectagoSeed</defName><label>extract spectago seeds</label><description>Extract seeds from spectago.</description><ingredients><li><filter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></filter><count>9</count></li></ingredients><fixedIngredientFilter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></fixedIngredientFilter><products><AJO_SeedSpectago>4</AJO_SeedSpectago></products></SeedsPlease.RecipeDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "SeedBase" for node "SeedsPlease.SeedDef". Full node: <SeedsPlease.SeedDef ParentName="SeedBase"><defName>AJO_SeedSpectago</defName><label>spectago seeds</label><plant>AJO_PlantOutdoorSpectago</plant></SeedsPlease.SeedDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Quote from: bigheadzach on December 06, 2017, 01:26:47 AM
In moving from 18.00 to 18.01 the SeedsPlease patch file in AJO throws errors:Code SelectXML error: Could not find parent node named "ExtractSeed" for node "SeedsPlease.RecipeDef". Full node: <SeedsPlease.RecipeDef ParentName="ExtractSeed"><defName>AJO_ExtractSpectagoSeed</defName><label>extract spectago seeds</label><description>Extract seeds from spectago.</description><ingredients><li><filter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></filter><count>9</count></li></ingredients><fixedIngredientFilter><thingDefs><li>AJO_RainbowPetals</li></thingDefs></fixedIngredientFilter><products><AJO_SeedSpectago>4</AJO_SeedSpectago></products></SeedsPlease.RecipeDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "SeedBase" for node "SeedsPlease.SeedDef". Full node: <SeedsPlease.SeedDef ParentName="SeedBase"><defName>AJO_SeedSpectago</defName><label>spectago seeds</label><plant>AJO_PlantOutdoorSpectago</plant></SeedsPlease.SeedDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Given that the only change is Chinese Translations, i imagine it's not crucial that I update to 18.01
Quote from: Iusticia on December 06, 2017, 02:09:02 AM
Hi,
Love the mods; they make the game so much more in depth, interesting, and life-like. I noticed a (possible) mod compatibility conflict with the "Industrial Rollers" mod; the "Puller" from this mod doesn't recognize the Preset Filtered Stockpiles (e.g. Meat Stockpile). The "Puller" recognizes the stockpile only when I recreate the stockpile using the vanilla stockpile option and copying the Preset Filtered Stockpile settings to the new stockpile.
Everything else works great. Thanks for B18 updates. Cheers!
Quote from: JadeXyan on December 06, 2017, 05:50:33 AM
Hey, I'm either missing something or here to report a bug. Coffee shrubs (the ones grown on hydroponics) produce raw coffee beans which seem to have no use? Is there a way to roast these that I'm missing or are these leftovers from a past version that shouldn't be there?
Quote from: cuproPanda on December 06, 2017, 05:59:27 AM
Not sure why you are getting that error with 18.01 and not 18.00, since it's caused by not having SeedsPlease loaded before Additional Joy Objects. Everything looks fine on my end, at least. That reminds me, I have been meaning to add code to all of my mods to let players know if the mod order is wrong if my mod needs to be loaded after a different mod.
Quote from: Old Marm on December 06, 2017, 10:32:08 AM
Thank you for updating your wonderful mods. I have noticed that my colonists do not drink the spectago tea of their own volition, nor do they take the drink to a table for consumption. Your mods are wonderful, especially the pawn interactions with the items.
Quote from: deathstar on December 06, 2017, 11:19:02 AM
I'm a little behind on my mod knowledge since A16, are Cupro's Drink modules compatible with Vegetable Garden and the drinks added by it?
Prepare Carefully trying to calculate the cost of a ThingDef with null thingClass: AJO_BookRack
Verse.Log:Warning(String)
EdB.PrepareCarefully.CostCalculator:GetBaseThingCost(ThingDef, ThingDef)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, Gender, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:AddThingDef(ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:BuildEquipmentLists()
EdB.PrepareCarefully.EquipmentDatabase:.ctor()
EdB.PrepareCarefully.PrepareCarefully:Clear()
EdB.PrepareCarefully.PrepareCarefully:Initialize()
EdB.PrepareCarefully.HarmonyPatches:DoWindowContentsPostfix(Rect, Page_ConfigureStartingPawns)
RimWorld.Page_ConfigureStartingPawns:DoWindowContents_Patch1(Object, Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Quote from: Sefiriot on December 07, 2017, 09:26:34 PM
Hey Cupro, starting a new game with Prepare Carefully and it threw these errors when I was selecting my starting gear. The error log before is for AJO_BookRack,, but the same errors also happen for AJO_Bookshelf and _AJO_Bookcase:Code SelectPrepare Carefully trying to calculate the cost of a ThingDef with null thingClass: AJO_BookRack
Verse.Log:Warning(String)
EdB.PrepareCarefully.CostCalculator:GetBaseThingCost(ThingDef, ThingDef)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, Gender, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:CreateEquipmentEntry(ThingDef, ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:AddThingDef(ThingDef, EquipmentType)
EdB.PrepareCarefully.EquipmentDatabase:BuildEquipmentLists()
EdB.PrepareCarefully.EquipmentDatabase:.ctor()
EdB.PrepareCarefully.PrepareCarefully:Clear()
EdB.PrepareCarefully.PrepareCarefully:Initialize()
EdB.PrepareCarefully.HarmonyPatches:DoWindowContentsPostfix(Rect, Page_ConfigureStartingPawns)
RimWorld.Page_ConfigureStartingPawns:DoWindowContents_Patch1(Object, Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Quote from: Kelsin on December 10, 2017, 04:29:30 PM
Cupro, plz, tell us - how long we need to wait for Cupro Alloys? It's one of my favorite mods and I want to know - when it'l be for B18?
Quote from: catter on December 11, 2017, 08:33:30 PM
I wonder. I really like your mods, but I would like to suggest adding PC's/Laptops/Internet to the "Additional Joy Objects" mod. Now, how I see it is semi complicated like the "Additional Joy Objects" mod, but I think you can pull it off. Here is what I see:
Description:
This mod adds computers and internet to Rimworld.
Objects Added:
Personal Computer: A large electronic device that comes with a survival/strategy game (adds intellect and joy (same as arcades)), a retro game (adds to joy (same as arcades), but gets a tolerance more quickly than normal) and an operating system already installed on it. Has capacity to connect to the internet manually. Must be researched to build. Requires: 125 copper, 25 components, 25 steel, and 10 jade. Needs 200W/h of power to work. Cannot be minimized or reinstalled, it must be deconstructed. When connected to the internet, it will provide online skill books, research (2 times slower than a hi-tech research bench, but can be connected to a multi-analyzer), trade/communication to other world powers and trade ships, and joy (same type as arcades).
Laptop: A more mobile version of the personal computer, but only has the operating system and the survival/strategy game. Has capacity to connect to the internet via Ethernet or wireless. Must be researched to build. Requires: 150 copper, 25 components, 15 steel, and 5 jade. It can store 1000W of power and uses 100W/h. Can be minimized or reinstalled, but must have no power in the storage. Can do the same internet things as the personal computer, except research.
Router: A small device that can connect the internet to objects via wireless or Ethernet cable. Requires: 50 copper, 5 components, and 10 steel. Must be connected to a DSL cable to provide internet. Must be researched to build. Needs 15W/h in order to run. Can be minimized or reinstalled.
Ethernet Cable: A cable made to transfer internet from a router to a computer. Requires: 4 copper, and 1 rubber. Must be researched to build.
DSL Cable: Provides internet for routers from a distance away. This must be near the edge of the map or right next to a DSL Tower in order to provide internet. Requires: 5 copper, 5 steel, and 2 rubber. Must be researched in order to build. If near edge of map or a DSL Tower, the "Buying Internet" event will trigger.
DSL Tower: A tower made to capture internet from a large antenna (or dish, which ever works better for drawing). Must be researched in order to build. Requires: 10 copper, 100 steel, 25 components, and an orbital trade beacon (minimized). Needs 25W/h in order to provide internet.
Items Added:
Gaming Disk: Provides a few new games for your normal personal computer. Creates joy (same as arcade) and adds to skills slightly.
Emulator, Halva Life: Shooting
Emulator, Elder Scones: Melee
Emulator, The Zimz: Social
Emulator, Glutendogs: Animals
Emulator, Trauma Vendor: Medicine
Emulator, Cooking Baba: Cooking
Emulator, Rum Swirled: Construction
Emulator, Plants Vs. Salamis: Growing
Emulator, Speltunky: Mining
Emulator, Psycho Knots: Artistic
Emulator, MintCraft: Crafting
Emulator, Baguettris: Intellect
Cards, Doily's Book of Card Games: Social (2 times less than others)
Logic, Flinswiper: Intellect
Logic, Chess: Intellect (2 times less than others)
Skill Disk: Various disks provide XP for Intellect, Cooking, Construction, Growing, Mining, Crafting, Artistic, Medicine, and Animals.
Research Disk: Allows a personal computer to do research without the internet.
All disks have to be bought from an exotic or general trader of any sort. They also don't work on laptops, only personal computers.
Events Added:
Buying Internet: As you finish setting up your internet connection, you see a message. It reads: "You have just connected to an internet server. It isn't free to use this internet, so give over 50 silver per year to keep a good connection or else be without the benefits of the internet." You can either accept and every year the same message will pop up, or you can decline and not get any internet. To get the message again, if you decline, requires you to disconnect and reconnect your DSL Tower or to deconstruct and reconstruct a DSL Cable.
Research Added:
Computers: Allows you to build a personal computer. Requires integrated circuits. It's worth 750 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Mobile Computers: Allows you to build a laptop. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Internet: Allows you to build a router and DSL Cable. Requires computers. It's worth 250 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
Advanced DSL: Allows you to build a DSL tower. Requires internet. It's worth 200 research and requires a Hi-tech research bench. This is a Hi-tech research topic.
This whole mod requires "Additional Joy Objects" and "Expanded Power" in order to work.
If you think this is a good idea, please let me know. Otherwise ignore my idea and enjoy the compliment of how I thought you were a good enough modder to be suggested this idea.
Quote from: cuproPanda on December 16, 2017, 10:10:12 PMI used it to grow crops at least in A16/17.
I also recommend Dub's Skylight. It's a similar mod, but much simpler and doesn't have the same issues Windows has. I don't think it can be used to grow crops, but
Quote from: wwWraith on December 17, 2017, 03:08:02 AMQuote from: cuproPanda on December 16, 2017, 10:10:12 PMI used it to grow crops at least in A16/17.
I also recommend Dub's Skylight. It's a similar mod, but much simpler and doesn't have the same issues Windows has. I don't think it can be used to grow crops, but
I have some issues with ZenGarden.
First, cherry/crabapple trees seem to never growing their fruits on my map probably because there is permanent summer.
Second, the stats of ebony and cherry wood look confusing: <MeleeWeapon_DamageMultiplier>8</MeleeWeapon_DamageMultiplier> and <MeleeWeapon_CooldownMultiplier>2.2</MeleeWeapon_CooldownMultiplier> in <statBases> but also <MeleeWeapon_CooldownMultiplier>0.85</MeleeWeapon_CooldownMultiplier> in <statFactors>. Shouldn't it be done just with recalculated [Sharp/Blunt]DamageMultiplier in <statBases> and MeleeWeapon_CooldownMultiplier in <statFactors>?
Quote from: Harry_Dicks on December 17, 2017, 11:07:00 AM
Is there a changelog that gets posted anywhere? Curious about what got updated in Zen Garden and Quarry yesterday. Thanks!
Quote from: jay124 on December 19, 2017, 02:28:03 AM
Hey Cupro, thanks for the update for B18!
I noticed that with Combat Extended, your alloys still aren't showing up, even though the categories are created. Would your mod require a patch to have them show up with Combat Extended?
https://i.imgur.com/F1MQ15m.jpg
Quote from: Harry_Dicks on December 19, 2017, 01:10:49 PM
Oooh I'm excited to have glowstone sculptures! Do they still emit a light? Would be cool to have them for a nightlight in pawn's bedrooms.
Quote from: jay124 on December 19, 2017, 02:28:03 AM
Hey Cupro, thanks for the update for B18!
I noticed that with Combat Extended, your alloys still aren't showing up, even though the categories are created. Would your mod require a patch to have them show up with Combat Extended?
https://i.imgur.com/F1MQ15m.jpg
Quote from: SalmonToastie on December 19, 2017, 06:33:30 PM
I posted this before, the shemagh in the powerless doesn't allow you to use stuff from other clothing mods like glasses, goggles etc, I didn't quite understand your reply, is there a way to alter it at all? Because one clothing mod, not sure what it was, has a desert head wrap which doesn't cover the whole head and allows eye wear. Sorry in advance for the same question.
Salmon
Quote from: t465311 on December 20, 2017, 12:40:24 PM
Small suggestion to consider regarding the drinks mod:
When placing the CPD_Drinks category under Drugs, instead of Foods, the player can sell his drinks to merchants.
For those wishing to do this right now:
Look for Cupros-Drinks-Core-18.00\Defs\ThingCategoryDefs\ThingCategories.xml
Open it in a text editor and replace "Foods" with "Drugs".
JobDriver threw exception in initAction. Pawn=5M, Job=QRY_MineQuarry (Job_403824) A=(251, 0, 264), Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.DefMap`2[RimWorld.RecordDef,System.Single].get_Item (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
at RimWorld.Pawn_RecordsTracker.Increment (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
at Quarry.JobDriver_MineQuarry.<Collect>b__15_0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=QRY_MineQuarry, curDriver=Quarry.JobDriver_MineQuarry
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
class Zone_PresetStockpile : Zone, IStoreSettingsParent, ISlotGroupParent
Zone_Stockpile selStockpileZone = ((ISelectable)Find.Selector.SelectedZone) as Zone_Stockpile;
Quote from: SalmonToastie on December 21, 2017, 11:53:41 AM
Yeah mate, <bodyPartGroups>, you have Fullhead in the a17 mod where as the desert head wrap has Upperhead and Teeth. So I changed the FullHead to Upperhead and it allows me to use eye wear, didn't want to add anymore to it because I don't know how many spaces it needs, if there is a need for spaces xD. Photo from my phone I took cause I have no internet currently.
Quote from: Tenshi~Akari on December 21, 2017, 12:07:54 PM
Just getting in & starting to play with the updated quarry mod, but my miners keep red erroring once their bars fill up:Code Select
JobDriver threw exception in initAction. Pawn=5M, Job=QRY_MineQuarry (Job_403824) A=(251, 0, 264), Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.DefMap`2[RimWorld.RecordDef,System.Single].get_Item (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
at RimWorld.Pawn_RecordsTracker.Increment (RimWorld.RecordDef def) [0x00000] in <filename unknown>:0
at Quarry.JobDriver_MineQuarry.<Collect>b__15_0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=QRY_MineQuarry, curDriver=Quarry.JobDriver_MineQuarry
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Varisha on December 21, 2017, 03:09:04 PM
Hi cuproPanda,
i got a message in steam on my mod (ExtendedInspectData (https://ludeon.com/forums/index.php?topic=36614.0)) that my mod is not working with your preset zones. I looked at your code and got the reason for it.
You create your own zone class which is the base of all your subzonesCode Selectclass Zone_PresetStockpile : Zone, IStoreSettingsParent, ISlotGroupParent
I myself check for the following superclass to identify the needed handling "Zone_Stockpile" which is rimworld class for stockpile zones.Code SelectZone_Stockpile selStockpileZone = ((ISelectable)Find.Selector.SelectedZone) as Zone_Stockpile;
My only question is if you can derive your Zone_PresetStockpile from Zone_Stockpile class? This would solve the issue from my point of view.
Do you think there is a way we can solve this?
Regards Vari
Quote from: Kelsin on December 22, 2017, 05:20:55 AM
Hej cupro! I have a bug - in cupro's alloys I have all new alloys and metals as a separate non-stackable item.
Could you fix this please?
Quote from: cuproPanda on December 22, 2017, 12:39:12 PMThx and happy vacation! =)
I might have fixed it, but I don't know why you would be getting this issue. Everything in the code is how it should be and it doesn't look like it's possible for a mod to cause a conflict. Hopefully that fixes it, I'm leaving in about an hour to go on vacation =/
Quote from: examon on December 27, 2017, 08:40:38 PM
Can not take alcohol or mash from fermentation barrels, only yellow info.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206181) A=Thing_CPD_NigoriBarrel203693
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206220) A=Thing_CPD_WineBarrel203715
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206242) A=Thing_CPD_WineBarrel203715
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_2206244) A=Thing_CPD_NigoriBarrel203693
Quote from: cuproPanda on May 06, 2017, 05:30:17 PMAdditional Joy Objects(https://github.com/cuproPanda/AJO/blob/master/About/Preview.png?raw=true)
Description:
This mod adds new objects and activities that bring joy to colonists: board games, arcades, paintings, bookcases, medicine, and more!
Items Added:
Pile of Books: Crafting ingredient for the Reading Table and Bookcases. Purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders. Also made by combining 3 Written Books.
Painting Supplies: Crafting ingredient for the Easel. Crafted or purchased from Joy Traders, Exotic Traders, and Bulk Goods Traders
Spectago Tea: A simple cup of tea. Heats up quickly for enjoyment at any time.
Perodyne: Euphoric painkillers. Purchased from Joy Traders and Exotic Traders
Paper: Brewed from either wood of cloth. Used to make books. Crafted at the Brewery.
Blank Book: Used by an artist to write a book. Crafted at the Writing Desk or bought from exotic/joy traders.
Written Book: Can be sold for a high price. 3 can be crafted into a Pile of Books, which can be used for crafting.
Arcade Cartridges: Arcade games that can be loaded into empty arcade cabinets.
Objects Added:
RimColony: A special board game purchased from traders. 1-4 players.
Book Storage: Book Rack, Bookshelf, and Bookcase. Different sized book storage for colonists to read books at.
Reading Table: A table for a colonist to read books at. Provides passive joy.
Writing Table: Used to craft and write books, as well as collate books into a Pile of Books
Easel: Can be used to craft paintings, and colonists can also doodle on it (meditative joy).
Painting: Provides beauty and joy for colonists. Be careful! An untalented artist can make an ugly painting!
Dartboard: Colonists will stand at a distance and throw darts at the board.
Arcade Construction Table: A station for duplicating arcade cartridges, crafting empty arcades, and adding cartridges to empty arcades.
Arcades: Entertain colonists while giving a small amount of XP to the skill listed below.
Arcade, Halva Life: Shooting
Arcade, Elder Scones: Melee
Arcade, The Zimz: Social
Arcade, Glutendogs: Animals
Arcade, Trauma Vendor: Medicine
Arcade, Cooking Baba: Cooking
Arcade, Rum Swirled: Construction
Arcade, Plants Vs. Salamis: Growing
Arcade, Speltunky: Mining
Arcade, Psycho Knots: Artistic
Arcade, MintCraft: Crafting
Arcade, Baguettris: Itellect
All arcade cabinets are purchased from pleasure cruisers or exotic goods traders and consume 200W of power when in use.
Author
cuproPanda
Known Issues/Conflicts
Please report any issues
Quote from: Hoggle on December 30, 2017, 11:31:11 PM
How do I download this?? I dont see a button for it?
Thanks.
Quote from: Harry_Dicks on December 31, 2017, 12:22:22 PM
I just had to let you know how freaking awesome all of your mods are and how much I appreciate all of your hard work. I hope you have a great New Years!
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.
Can anyone clue me in to where exactly you can craft the painting supplies?
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.
Can anyone clue me in to where exactly you can craft the painting supplies?
Quote from: BlackSmokeDMax on January 04, 2018, 01:55:33 PMI do indeed use that mod, but there is no entry for painting supplies or any mention of its existence.
Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.
https://ludeon.com/forums/index.php?topic=33593.0
Quote from: Harry_Dicks on January 04, 2018, 01:24:11 PMThanks for the tip, I did not think of that or realize I could do that. Much appreciated! :D
Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)
Quote from: notfood on January 02, 2018, 07:04:19 PM
Hi Cupro, happy new year! new bugs!
ValueForMineableOre is returning 0 for every ore in HardcoreSK except for components. Why could it be?
I suspect deepCommonality is 0, and results in that formula to output 0.
-edit- I confirm my suspicions. Error in the pack? Anyhow, I'm changing the method to suit the pack for now...
(https://i.imgur.com/din9kIa.png)
Quote from: Harry_Dicks on January 04, 2018, 11:46:24 AM
Hey Cupro, do you think there is any chance we could get those sliders to extend across the whole width of the mod options window? Or get a better way to fine tune the percentages for items to come out of the quarry? I ask because with such short sliders, it can get rather difficult trying to fine tune certain percents. Like if it only jumps between .3% and 1.2% or something like that, you know what I mean? Either way, if you can't do it, I love your mods and all of your hard work, thank you!
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.
Can anyone clue me in to where exactly you can craft the painting supplies?
Quote from: Harry_Dicks on January 04, 2018, 01:24:11 PMQuote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.
Can anyone clue me in to where exactly you can craft the painting supplies?
Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)
Quote from: KocLobster on January 04, 2018, 02:28:51 PMQuote from: BlackSmokeDMax on January 04, 2018, 01:55:33 PMI do indeed use that mod, but there is no entry for painting supplies or any mention of its existence.
Are you using the "HelpTab" mod? If so, just look it up in the in-game help and it should give you all the info you need... bench, materials, etc.
https://ludeon.com/forums/index.php?topic=33593.0
Quote from: jpnm92 on January 04, 2018, 06:18:54 PM
Updated 02 Jan in 2017 btw.
Quote from: cuproPanda on January 05, 2018, 03:56:06 PM
I adopted the code you currently have (mainly just cleaning up my clutter) but if you get a better method for assigning values, please let me know. I am horrible at giving the values. Steel is too common by default.
Quote from: SpaceDorf on January 08, 2018, 08:55:30 AM
Because it's glowstone ?
Would not make much sense if it did not glow...
Just like Blue Light (https://www.youtube.com/watch?v=SEz70ClCetM)
Quote from: Harry_Dicks on January 08, 2018, 02:08:38 PMQuote from: SpaceDorf on January 08, 2018, 08:55:30 AM
Because it's glowstone ?
Would not make much sense if it did not glow...
Just like Blue Light (https://www.youtube.com/watch?v=SEz70ClCetM)
No I meant how the edge of it is a straight line, and shouldn't it have contours or something, little dimples going in and out, to look like natural rock/dirt?
Quote from: SpaceDorf on January 08, 2018, 04:45:26 PM
I see it too now, sorry for my stupid comment.
Quote from: Harry_Dicks on January 07, 2018, 01:49:30 PM
Why does my glowstone look like this on the edge? (https://i.imgur.com/YqlM5N4.png)
Quote from: Harry_Dicks on January 11, 2018, 12:39:18 PM
Hey curpo, I'm having any issue with your stones on the world map. I go into mod options, and select the only stones I want, but then when the world generates it will still have all of the possible stones from your mod. I tried making it so the limit is 5, in both your mod and Configurable Maps mod. I think the issue might be between these two mods. I've tried swapping both of them in the load order, but that doesn't help. Have you ever had any issues with this, or know where to turn next? It's not the worst thing in the world, but when I want only marble/slate, schist, syenite, andesite, and pegmatite, it really narrows down the landing sites I have available. Thank God for Prepare Landing, or I would never be able to find my specific sites.
Could I just remove some of the unwanted stone types from Various_Stone.xml to have only the kinds I want, do you think that might work?
Exception editing stack counts for ThingDef "ZEN_ScenicBench": System.NullReferenceException: Object reference not set to an instance of an object
at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.
Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?
Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png
Quote from: Harry_Dicks on January 13, 2018, 04:22:57 PMCode SelectException editing stack counts for ThingDef "ZEN_ScenicBench": System.NullReferenceException: Object reference not set to an instance of an object
at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Did you forget any of <thingClass>Building</thingClass> in the Zen Garden update? Luckily I was checking the OP of the thread, as I didn't know you had made updates for GlowStone and others. I'm going to try adding the thingClass in now to see if it fixes this errors.
EDIT: Looks like I've fixed it, I had to add <thingClass>Building</thingClass> in Zen-Garden-18.05\Defs\ThingDefs_Objects\Objects.xml under ZenBase, RakedBase, and ZEN_ScenicBench. I saw you changed around your file/folder composition between versions. Did you redo your defs and forget it, I'm guessing?
EDIT2: You also forgot it for Simple Table and Stump Chair in Survivalist Additions. ;)
Quote from: lunaticneko on January 14, 2018, 05:39:49 AM
I really love glowstones. Basically every base I have now use a lot of them.
Few suggestions if I may ask, could you add diagonal (1:1 and 1:2) and centered strip tiles for more intricate patterns and lettering? I have a few "ship" mods and want to make glowing hangar numbers, and also want to write a welcoming message on my killbox. Also, any plans to allow us to "dye" glowstones to make them shine in other colors?
Also, the big chandelier doesn't seem to be "HD." https://i.imgur.com/OFsfSIG.png
Quote from: Harry_Dicks on January 14, 2018, 01:33:30 PM
cupro do you know why I would be getting these, or anything I can do about them? Or would they be okay to ignore, it's just a graphic bug? Everything seems to look out with it the buildings.
EDIT: I had an idea. Hypothetically, how hard would this be: For your quarry settings, could you create a "profile" of how you want one quarry to work, and be able to save it among a list of different quarry profiles. And then when you select a quarry, you can apply whatever profile from your list that you want. For example, I want one quarry that was near all of the marble, to of course, be producing mostly marble. But I don't want it to be the same as one that will be used from the near a different hill, that will spit out all kinds of different metals.
BTW the new Quarry... [img]
[img]
Quote from: wwWraith on January 15, 2018, 04:56:47 AM
Adding <nurseable>true</nurseable> into <ingestible> section of AJO_SpectagoTea allows the pawns to drink it while relaxing socially, I think it's nice :)
Quote from: DCDKCaju on January 15, 2018, 06:57:56 PM
Hi guys,
I don't know what to do anymore. Before the core game update, I used to use Cupro Alloys, which made it way harder to develop the colony because things like coolers and other eletronic stuff would require aluminium and copper. The problem is that now, with the update, I cannot seem to find a way to replicate this set up, and I have absolutely no idea of what I'm doing wrong. I have a lot of mods, but most of them are the same that I have used before. Is this something normal or eletronics should still require these materials? Also, maybe this is relevant, but I was using Industrialisation together with Cupro Alloys (I am still, but since Industrialisation is not updated, I tried taking it out of my load list to see if it made a difference, but it didn't alter the result).
Here's my loading list, Industrialisation and Cupro Alloys are in the bottom because I was trying to tamper with the order to see if anything happened.
[modlist]
Quote from: Harry_Dicks on January 16, 2018, 03:10:36 AM
cupro I'm not sure how, but the Zen Garden bugs I was having went away. Maybe it was another mod or something conflicting. And I couldn't get by without my Zen Garden or Quarry, either! Anyway I have another question for you. Would it be possible to change any of the colors that the alloys use, with just an xml edit? I know the texture files for some things would have to be redone. I ask because, I think it would be really cool to have the sort of deep metallic red or blue colors, that I want to make statues out of, or special colored floors. Do you think it would be possible to have a simple custom metal or alloy of custom metals, that you can control their colors with RGB sliders in the mod options? You could name it whatever you want too, maybe! Anythingium is a beautiful metallic forest green, or whatever you wanted :P
QuoteArgument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Quote from: Harry_Dicks on January 18, 2018, 06:53:09 PM
cupro thank you so much for taking the time to answer everyone, and welcome back! As you can see we all miss you dearly ;) About the alloy, really I would be happy with just one or two custom alloys that you could setup in the mod options, maybe before starting your game. And this might sound dumb, but could they have a "metallic" look as well in the color? I'm not sure if that is possible. Also about the different colored glowstone, if you were to consider pushing forward with it, I think would be one of the hands down coolest aesthetic mods in the entire freaking game. I want glowstone statues in every bedroom. Grand glowstone sculptures in my foyers and lobbies. Large glowstone sculptures in my hallways and randomly throughout the base. Glowstone... weapons. MMmmfppphfhhh! Puh-puh please daddy cupro, make it happen? ;D Glowstone generators! Glowstone air purifiers (adds cleanliness,) glowstone TABLES AND CHAIRS!!!
Can you even do something like glowstone like that? Let it have it's own "stuff" category or whatever it was called? Like metallic, stony, etc. I would even go through all of my files to add in glowstone to what my furniture and other things could be made out of, if that were a possibility. Glowstone... power armor! I think it would be really awesome if you had an entire glowstone industry of stuff. Maybe a workbench that convert mined glowstone into glowstone of different colors, so that you don't have a crap ton of different colored stuff in all of your stockpiles.
EDIT: Also, about you missing <thingClass>Building</thingClass>, you mean that other mods are not using their own abstract building base, which causes core overwrites, which makes it look like you are causing the error? Am I kinda/sorta/maybe getting it? ;D
Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.
I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!
The utility alloys don't really stand out. For what would I use plumchalcum?
Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.
I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.
I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.
Quote from: ridjack on January 19, 2018, 11:08:48 PM
Can something be done with burlap? My colonists seem to ALWAYS prefer grabbing burlap apparel over almost anything else, and then they have a mood debuff that I might not notice for quite awhile. A couple of games have gotten to the point that I've had my colonists equip burlap apparel, run outside with it and then drop it all in a pile for me to blow it up with grenades.
Even just removing burlap apparel from raiders/visitors/wanderers/etc would be enough to make me stop randomly yelling about burlap and scaring my poor wife.
Thanks! Your mods have been in every playthrough since I found them several versions ago, and I always look for them when a new version is out.
Quote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.
Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!
Quote from: lllMWNlll on January 20, 2018, 08:06:55 PM
About Stones.
The catapults of Medieval Times, uses chunks to throw rocks like mortar shells.
But they only using vanilla chunks. There is a way somehow make a patch for including those various stones to be use has ammo?
Quote from: Canute on January 24, 2018, 09:14:19 AM
Cupro,
a comment about the glowstones.
When you place some glowstone furniture together, their light add up. it become that bright you could think you watching into the sun.
But it is still 50% light.
Quote from: Harry_Dicks on January 28, 2018, 10:49:12 PM
I found a mod that adds in saphire, emerald, ruby, etc. But I know you are very professional and will make things beautiful and balanced. But I was wondering if you ever plan to add anything that will bring these sorts of colors to the game? If that is not your wish I understand, but I doubt that I am alone in wishing that you might have some more vibrant colors in your selections ;) I don't think bloat is ever a good thing, which is why your stones mod is great that you can toggle certain stones off. I think that would be a great addition to your Alloys mod as well, because I want to use that mod as well, but I think that I do not want all of the metals and alloys turned on, it is too many for me.
Finally, what do you think about have some RGB sliders for what color you want your glowstone to be? Or maybe, we have 3 kinds of glowstone and we can have whatever colors we wanted for each of them? :) I really, really want to make glowstone weapons. I might even start "trying" to make my own textures for them.
EDIT: I'm also having an issue with Quarry. When loading up RW and I don't have certain mods loaded, that have a resource that was set to be mine-able by Quarry so that it is in it's config file, I keep getting red errors. However, they are followed by statements saying that Quarry will fix itself, but it doesn't happen. I am not 100% sure, but I want to say I think it has worked sometime in the past, but now it just seems finicky.
(https://i.imgur.com/5MGGF96.png)
Quote from: Aberoux on January 30, 2018, 02:57:37 PM
I have been coming across a persistent problem with the alcohol part of your drinks mod.
Making the alcohol prerequisites are fine (for example corn wort), pawns loading them into the correct fermenting barrels and the fermenting process also work. However, when the alcohol has finished fermenting the pawns never seem to unload the finished product (in this case whiskey). When I try to make a pawn prioritise collecting from the barrel, they ignore the command and continue with what they where doing.
I have tried changing the load order of my mods and the problem still occurs. I have turned on debug mode and this is the code which resulted:Code Select
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_917) A=Thing_CPD_WhiskeyBarrel42498
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
I have no idea what is causing the problem. This error happens to all types of the alcohol your mod has added. Fermenting vanilla beer works fine.
Exception ticking Arseny: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x0005d>
at System.Activator.CreateInstance (System.Type,bool) <0x00013>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00214>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x002f3>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x001ef>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x002ba>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>
Quote from: Canute on February 02, 2018, 07:49:24 AM
Try to move the mod a bit more down at the modlist.
I got once massive trouble too. Some kind of modconflict.
Quote from: Kori on February 02, 2018, 03:57:32 PM
Thank you for your help Canute and Harry, moving it near the top of my load order fixed it. :)
Quote from: tmo97 on January 19, 2018, 03:08:26 PM
I love your alloys mod.
I have criticism too.
Copper shouldn't be just worse, neither should tin. They have everything at about 80%, this is just disappointing, and it doesn't balance it, ffs I know what you're thinking.
For some reason you think zinc is a good knife material. Can you remove this nonsense part?
Base the blunt damage off of relative densities, base the sharp damage off of hardness.
Bismuth is absolutely beautiful, but pawns still think their room is terrible even when I give them a TABLE made out of it. A TABLE OUT OF BISMUTH SHOULD MAKE THEM DROOL!
The utility alloys don't really stand out. For what would I use plumchalcum?
Another thing. Why isn't plumchalcum, which contains lead, bad for you? Oh man, you got lead poisoning, better eat a copper ingot.
I wish rimworld was less nonsensical about requiring steel for a workbench. I have 4000 copper and 8000+ uranium, but I can't chop up my meats and I gotta wreck the map's mountains for steel.
I'd like you to add some reactions between the metals, say, be able to consume copper and zinc for thermite, to make explosives, or wall melters, or you know, any other idea that instantly pops up when you download this potentially even more awesome mod.
Quote from: cuproPanda on January 31, 2018, 05:20:17 PMQuote from: Absle on January 20, 2018, 10:24:02 AM
Would you ever consider updating the mudbricks feature you had in the old corePanda mod? I know it's not really what you're working on right now, and I don't know if you're even interested in that kind of mod anymore or how easy/hard bringing that mod up to B18 would be, but you're the only one that I've found to make a mudbrick mod and I really loved playing with it, especially for tribal playthroughs.
Love all your mods by the way, so whatever you decide to work on next thank you so much for sharing with us!
I wanted to add it to Survivalist's Additions, but with the extra resources needed it just seemed bloated. I could patch it back in if mods are installed that use dirt/sand/etc., though
Quote from: Absle on February 05, 2018, 01:14:41 PM
I don't know of any mods that use dirt and sand as a separate resource already.
Quote from: shadowstitch on February 06, 2018, 02:55:32 AM
Is there any way to limit how many pawns can use a quarry at once?
I seem to recall older builds allowing just one miner at a time, one in each quadrant of the large quarry. But I tried using the mini quarry, and every time I unforbid it, it gets swarmed by pawns who really should have better things to do. Though they will obey other work priorities, anyone with mining priority will dogpile on the quarry and ignore all other mining tasks until I set it off limits again.
I'd really like to be able to limit the active participants somehow, without constantly forbidding the quarry, but I don't see any tunable options for it anywhere.
Quote from: shadowstitch on February 06, 2018, 11:56:01 AM
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership.
Quote from: shadowstitch on February 06, 2018, 11:56:01 AMSorry, there is no number limitation.
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership. I just want to limit how many pawns can freely choose to use the Quarry simultaneously.
Quote from: Ruisuki on March 03, 2018, 07:20:52 PM
Did Cupro entrust the mod to anyone? Wondering if the disappearing bookshelves/rocks being replaced by books issue for additional joy objects mentioned in the steam page will eventually be addressed.
Quote from: Canute on March 04, 2018, 04:12:18 AMThat's too funny! On a random guess, Canute, are you from France or Denmark?
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))
Quote from: Canute on March 04, 2018, 04:12:18 AMIt is very doable. If enough people would like it, then I could probably find the time to add it into the mod.
Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
Quote from: Kori on March 04, 2018, 08:09:24 AMHere is my suspicion (of which I am about 98% confident) of what is happening. Also, this is after confirming with cuproPanda about what the issue is:
Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
Quote from: Harry_Dicks on March 04, 2018, 09:03:45 AMClose, it's the one between them.Quote from: Canute on March 04, 2018, 04:12:18 AMThat's too funny! On a random guess, Canute, are you from France or Denmark?
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))
QuoteBasicly yes.Quote from: Canute on March 04, 2018, 04:12:18 AMIt is very doable. If enough people would like it, then I could probably find the time to add it into the mod.
Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
Are you thinking of making it similar in shape to those in the Floor Lights mod?
Quote from: Kori on March 04, 2018, 08:09:24 AMGood to hear. Does the same apply to the book/rock bug? Or was that one not widespread? If I get one of those bugs I'd probably just end up uninstalling the mod instead of going down the list of mods to track the incompatibility. Idk how many im running now but it takes quite a long time to load my games. I should probably add Runtimegc or some other with utility, oh no more mods! lolQuote from: Ruisuki on March 03, 2018, 07:20:52 PM
Did Cupro entrust the mod to anyone? Wondering if the disappearing bookshelves/rocks being replaced by books issue for additional joy objects mentioned in the steam page will eventually be addressed.
Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4544) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4677) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4781) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4951) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_5088) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Dash423 on June 23, 2018, 07:37:23 AM
Could anyone help me out here? I tried to use the alcohol mod for the first time (definitely have core loaded first) and I can't take items from the fermenting barrels. I get this error when I try to force a colonist to take from the vodka barrel (also happens with all the other barrels under Brewing), or when they try to queue the job themselves, which results in them "Standing".
Took out all other mods except Cupro's Drinks and still happens.
(edit to add: looking back, seems like other people are having this issue - not sure if it's been fixed, or how I would go about fixing it?)Code SelectTryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4544) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false right after TryTakeOrderedJob(). This should have been checked before. job=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4677) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4781) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_4951) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=CPD_TakeAlcoholOutOfAlcoholBarrel (Job_5088) A=Thing_CPD_VodkaBarrel62655
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: ChJees on June 25, 2018, 09:12:50 AM
I recently quite quickly ported Quarry to 1.0 Development version. Nothing changed aside from getting it to work.
https://www.dropbox.com/s/1mqy7bo7a4mpuw4/Quarry-1.0.0-06-26.zip?dl=0
https://www.dropbox.com/s/tydvpc1ewd11xn0/Quarry-1.0.0-src-06-26.zip?dl=0
The mod also includes the updated source :).
Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly
Quote from: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?
Quote from: Tsunamy on August 17, 2018, 05:17:52 AM
Here is the last working version of WindowMod with source code, compatible with B18. It was not made publicly available for the reasons given below:Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly
Given cuproPanda no longer has time to work on the mods and the game moving past B18 very soon, I figure he won't mind the code being released now so someone can try and fix it up like with his other mods.
https://my.pcloud.com/publink/show?code=XZBHjs7Zpsg649ga9umamw1GoYa9gyjRlrSy
Quote from: MissQuinn122 on August 18, 2018, 08:25:37 PMOn B18?Quote from: Tsunamy on August 17, 2018, 05:17:52 AM
Here is the last working version of WindowMod with source code, compatible with B18. It was not made publicly available for the reasons given below:Quote from: cuproPandaThe windows were flickering when placed near each other before, but I made the windows only work in a single direction (placing the light on the inside, not just putting it in the wall) and that fixed it as long as all light sources face into a room, but there is still an issue with the growing zones not working. I blame the lighting engine for that, but it's still really frustrating to have a simple feature not work no matter how hard I try. Once I'm done updating the other mods I'll check in on this mod and see if I can get it working to the point I can officially release it, but the way it is now I know people will complain about the windows not working properly
Given cuproPanda no longer has time to work on the mods and the game moving past B18 very soon, I figure he won't mind the code being released now so someone can try and fix it up like with his other mods.
https://my.pcloud.com/publink/show?code=XZBHjs7Zpsg649ga9umamw1GoYa9gyjRlrSy
So I gave your update a shot and it doesn't appear to actually... work.
Every time I construct a window into a wall, it doesn't build it. The pawn deconstructs the wall, brings over the steel, goes through the process of building it and then one it's complete there's a brief second where I can see the window, then nothing. The space is blank and I can construct something new there. I don't know if anyone else has had this issue or if it's just me but I thought I'd let you know.
Quote from: TheWhiteCrayon on August 18, 2018, 07:43:55 PMQuote from: rawrfisher on August 18, 2018, 11:26:27 AM
Am i the only one who lost all smoothed vanilla walls in the last update?
Can you elaborate on that a bit further? Are you talking about B18 or Unstable branch (B19)?
Quote from: MissQuinn122 on August 18, 2018, 08:49:37 PMYeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
Quote from: Tsunamy on August 18, 2018, 10:22:51 PMQuote from: MissQuinn122 on August 18, 2018, 08:49:37 PMYeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
I would see if you can make them work without any other mods turned on. I do know I had them working fairly normally at some point, but it might've been an older build of WindowMod. I don't want to mess with my current B19 setup to go back and test this B18 thing.
Quote from: TheWhiteCrayon on August 18, 2018, 10:59:37 PMQuote from: Tsunamy on August 18, 2018, 10:22:51 PMQuote from: MissQuinn122 on August 18, 2018, 08:49:37 PMYeah, the building issue is odd. I don't know what's causing it. I think they were only really tested in dev mode with manual placement.
I figured that, I just assumed it would be in a state that's buggy, not non-functional. I just figured you or anyone else intending to work on it might like to know any current issues.
I would see if you can make them work without any other mods turned on. I do know I had them working fairly normally at some point, but it might've been an older build of WindowMod. I don't want to mess with my current B19 setup to go back and test this B18 thing.
There's a bit more to it than that. I'm working on a fix currently; it works but seeing as I never used the original mod I'm not sure what is to be expected about the internal growable light and how large the radius should be.
Quote from: TheWhiteCrayon on August 18, 2018, 10:59:37 PM
I'm not sure what is to be expected about the internal growable light and how large the radius should be.
Quote from: TheWhiteCrayon on August 19, 2018, 02:54:27 AM
I've updated Windows to work here: https://github.com/Benjamin-S/Windows/releases/tag/B19
The inside brightness of the light is hit and miss; I'll keep working on it but feel free to test/use that for the mean time.
Quote from: Tsunamy on August 30, 2018, 12:19:08 PMI hope AdditionalTheoretically, that one should be the easiest to update: Most of 0.19's changes are stuff that shouldn't affect it very much.JoyRecreation Objects gets an update. TheJoyRecreation tab always feels so sparse without it.
Quote from: Jake on September 02, 2018, 06:03:40 AMBelieve it or not it's actually one of the harder ones to update.Quote from: Tsunamy on August 30, 2018, 12:19:08 PMI hope AdditionalTheoretically, that one should be the easiest to update: Most of 0.19's changes are stuff that shouldn't affect it very much.JoyRecreation Objects gets an update. TheJoyRecreation tab always feels so sparse without it.
Quote from: Tsunamy on September 02, 2018, 08:23:32 AMBelieve it or not it's actually one of the harder ones to update.
Quote from: WolfgangPolska on October 03, 2018, 05:41:28 AMSadly he said on steam workshop he was moving on to bigger better things and would no longer be updating these mods :'(
Are your mods coming for b19?
Quote from: WolfgangPolska on October 03, 2018, 05:41:28 AM
Are your mods coming for b19?
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks thatcause issues when moddingmake modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.
To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)
Quote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks thatcause issues when moddingmake modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.
To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)
Quote from: kooky112 on October 15, 2018, 10:59:56 AMQuote from: cuproPanda on October 10, 2018, 04:20:53 PM
So for some reason I can't post if I quote people? In response to zmadz (and others):
I was considering taking a week or two and updating all of my mods once 1.0 dropped, but I've been out of the modding scene for so long now that wouldn't be possible for me. I would have to relearn most of the codebase, as well as all of the little quirks thatcause issues when moddingmake modding so fun. I shot myself in the foot a little because I was making exploratory mods - seeing what parts of the game I could tinker with and going from there. That means each mod is likely tied into multiple different parts of the game, which increases the time I'd need to spend relearning systems, interactions, etc.. I could update a mod or two, but I wouldn't be able to give them the same level of commitment they originally had, and I wouldn't be able to continually support bugs for those mods.
To summarize: There will not be any updates from me for B19, 1.0, and probably any post-1.0 versions. I encourage anyone who is a modder or wants to try modding to visit my GitHub (https://github.com/cuproPanda?tab=repositories), grab a mod, and tinker around with it. By all means, release an update! Make a new thread for the mod if you'd like! I'll be playing the game again sometime, and you better believe I want to play with my mods - I made them for a reason! ;)
I totally understand that one Cupro, I have ONE mod for Don't Starve Together that is my baby. Luckily the game hasn't changed too much in what most of my mod does but there is a part everyone keeps complaining about.
Anyway back to the subject at hand. I have a couple of coding friends I could put you in touch with that might be able to help you? I know staying away from coding for so long rusts those gears, but having someone there to refresh your memory isn't always a bad thing either. I have to do that for my own mod from time to time.
Quote from: publicuser on December 02, 2018, 04:16:24 AM
Has Additional Joy Objects updated to 1.0?
public ThingRequest InputRequest {
get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}
Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:
I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.
However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.
In the source this seems to be the line for inputs:Code Selectpublic ThingRequest InputRequest {
get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}
Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?
Quote from: cuproPanda on February 05, 2019, 04:56:24 PMThat's probably beyond my modding ability... Anyone want $20 to do it?Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:
I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.
However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.
In the source this seems to be the line for inputs:Code Selectpublic ThingRequest InputRequest {
get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}
Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?
The Smoker, Charcoal Pit, etc. were all left in an unfinished state, which is why the food selection is so broad. You would have to edit the source code in order to change what is accepted (specifically ItemValidator at line 243).
It might be easier for anyone updating the mod to just revert those stations back to using bills. I was going to make them work similar to the Universal Fermenter in B18 but never had the time to finish.