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Messages - TranslucenceY

#1
I have that thingclass there because there was a different issue occurring without it: some users were having the building disappear after the work for construction was completed.
#2
Help / Mod Buildings Disappear When Constructed
January 06, 2019, 03:48:17 AM
I have some users for my mod reporting that the buildings are disappearing when they are constructed.
When this happens they get a debug error along the lines of this:

Exception in JobDriver tick for pawn Timur driver=_JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_2215251) A=Thing_Frame_BrainInAJar289735) lastJobGiver=RimWorld.JobGiver_Work

Where do I need to be looking to diagnose this error?

Here is what I have for one of the building defs.
<ThingDef ParentName="BuildingBase">
<defName>BrainInAJar</defName>
<label>Brain Processor</label>
<description>Harnesing the processing power of the encased brain, this device will boost the speed of your research projects by +25%. \nThere is no limit to the amount of Brain In a Jars that can be linked to a research bench.\</description>
<graphicData>
<texPath>BrainInJar/BrainInJar</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<rect>(0.15,0.15,1.7,1.7)</rect>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.35</staticSunShadowHeight>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>60</pathCost>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>800</MaxHitPoints>
<WorkToBuild>10000</WorkToBuild>
<Mass>200</Mass>
<Flammability>1.0</Flammability>
</statBases>
<size>(2,2)</size>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<ComponentIndustrial>10</ComponentIndustrial>
<Steel>100</Steel>
<Plasteel>50</Plasteel>
<Gold>25</Gold>
<Brain>1</Brain>
</costList>
<researchPrerequisites>
<li>BrainInAJar</li>
</researchPrerequisites>
<designationCategory>Misc</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<constructionSkillPrerequisite>10</constructionSkillPrerequisite>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<shortCircuitInRain>true</shortCircuitInRain>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Facility">
<statOffsets>
<ResearchSpeedFactor>0.25</ResearchSpeedFactor>
</statOffsets>
<maxSimultaneous>99</maxSimultaneous>
</li>
<li Class="CompProperties_Glower">
  <glowRadius>4</glowRadius>
  <glowColor>(73,123,138,0)</glowColor>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>



I have verified that it will cause this even when it is the only mod installed, ruling out potential mod conflicts.

The mod is called Brain In a Jar, and it is my first mod.
Here is the steam link if you need the whole mod to take a look:
https://steamcommunity.com/sharedfiles/filedetails/?id=1596121128
#3
Help / Re: Need Help With Removing Config Error
December 21, 2018, 04:10:39 PM
That simple? That makes me feel silly.

Thanks for the help! It works perfectly.
#4
Help / Need Help With Removing Config Error
December 21, 2018, 12:54:56 PM
I keep getting the following error in the debug log:

QuoteRimWorld 1.0.2096 rev473
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Config error in DroneBrain: stages are not in order of minSeverity
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

The issue is I keep getting this error no mater how I adjust the Headiffs for the Drone Brain.
Here is how I have it set up:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <HediffDef ParentName="AddedBodyPartBase">
    <defName>DroneBrain</defName>
    <label>drone brain</label>
    <labelNoun>a drone brain</labelNoun>
    <spawnThingOnRemoved>DroneBrain</spawnThingOnRemoved>
    <addedPartProps>
      <solid>true</solid>
      <partEfficiency>0.60</partEfficiency>
  <betterThanNatural>false</betterThanNatural>
    </addedPartProps>
<stages>
<li>
<statOffsets>
<MentalBreakThreshold>-1</MentalBreakThreshold>
<PsychicSensitivity>-1</PsychicSensitivity>
<SocialImpact>-1</SocialImpact>
</statOffsets>
</li>
      <li>
        <capMods>
<li>
            <capacity>Manipulation</capacity>
            <offset>-0.10</offset>
          </li>
          <li>
            <capacity>Moving</capacity>
            <offset>-0.30</offset>
          </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>

</Defs>


Everything functions as it is supposed to in-game, however I would like to prevent this error from popping up.

Any help is appreciated!
#5
Help / Re: Need help adding a surgery
December 19, 2018, 03:00:17 PM
I found the issue! Works like a charm.
All I needed to do was xpath into the brain and add a spawnthingonremoved for it to work, since that part does not have it in the first place:

<li Class="PatchOperationAdd">
<xpath>/Defs/BodyPartDef[defName = "Brain"]</xpath>
<value>
<spawnThingOnRemoved>Brain</spawnThingOnRemoved>
</value>
</li>
#6
Help / Re: Need help adding a surgery
December 19, 2018, 12:00:58 PM
No errors, even when I set up a patch for xpath:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Human"]/recipes</xpath>
<value>
<li>HarvestBrain</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "HiTechResearchBench"]/comps/li[@Class="CompProperties_AffectedByFacilities"]/linkableFacilities</xpath>
<value>
<li>BrainInAJar</li>
</value>
</li>
</operations>
</Operation>
</Patch>


There might be something else I am missing, but I am at a loss.
#7
Help / Re: Need help adding a surgery
December 19, 2018, 10:16:30 AM
That is a result of me cutting and pasting from another mod that does something similar while trying to understand how pieces fit together.
since I don't end up using the new parent, and to avoid complicating things I'll have it removed.

I have the recipeUsers moved over to be under the recipe for harvest brain, but still seems to be absent in game. Could there be something else I am missing?
#8
Help / Re: Need help adding a surgery
December 18, 2018, 06:04:28 PM
I have that added near the top, but it still doesn't seem to want to show as an option under the surgery bills. Here is what I have put together so far under the RecipeDef:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<RecipeDef Name="SurgeryNatural" ParentName="SurgeryFlesh" Abstract="True">
<surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
<deathOnFailedSurgeryChance>0.3</deathOnFailedSurgeryChance>
<recipeUsers>
<li>Human</li>
</recipeUsers>
</RecipeDef>

  <RecipeDef ParentName="SurgeryFlesh">
    <defName>HarvestBrain</defName>
    <label>Harvest brain</label>
    <description>Remove the brain.</description>
    <workerClass>Recipe_InstallNaturalBodyPart</workerClass>
    <jobString>Harvesting brain.</jobString>
    <workAmount>4000</workAmount>
    <deathOnFailedSurgeryChance>1</deathOnFailedSurgeryChance>
    <skillRequirements>
      <Medicine>8</Medicine>
    </skillRequirements>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Medicine</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
      <thingDefs>
        <li>Brain</li>
      </thingDefs>
    </fixedIngredientFilter>
    <appliedOnFixedBodyParts>
      <li>Brain</li>
    </appliedOnFixedBodyParts>
  </RecipeDef>

</Defs>
#9
Help / Need help adding a surgery
December 17, 2018, 11:02:58 PM
I am working on a mod that will allow you to extract a brain from a pawn, and in turn uses that brain to construct a device to boost research speed.

I have been digging through, but I haven't been able to figure out how to add in the surgery for brain removal.

I think I have everything else set up, but any help I can get would be much appreciated!